MORTAL QUEST
DUNGEON ENCOUNTER TABLES
INTRODUCTION
Unless specified all encounters take place in Under [U} terrain.
Others are noted as Wild [W] Settlement [S] and Aquatic [A]
BASIC DUNGEON ENCOUNTER TABLE
1D100 Encounter:
1 Poison Arrow Trap. Detect XX DM -1 or Swift XX: Murder
2 Camouflaged Spiked Pit Trap. Climb XX DM -1: Murder
3 Covered Pit Trap. Climb XX: Murder
4 Spear Trap. Detect XX DM -2 or Swift XX: Murder
5 Wandering the Hallways: Giant Centipede (Insect 2/+7/+4) Shell
6 In Round Room: Lurker Above (Monster 3/+9/+10) Ambusher
7 Webs Floor to Ceiling: Giant Spiders (Spider 4/+8/+9)
8 Smell of Guano: Vampire Bats (Swarm Beast 2/+4)
9 Long Corridor (Rat Swarm Beast 3/+5) Fast
10 Natural Chamber (Insect Swarm 3/+4/+6)
11 Bickering Goblins Breaking Stuff (Men 3/+7/+5) Unalert
12 Scavenging Rat Men (Men 4/+5/+11) Fast Range+3
13 Hobgoblins Skulking About (Men 3/+10/+9) Ambushers Range+3
14 Smells Blood: Very Hungry Ogre (Giant 3/+12/+6)
15 Attracted to Noise: Troll (Regenerate Giant 4/+11/+4)
16 Skeletons Rise up in Priestly Vestments (Undead 3/+6/+3)
17 Zombies in Armor (Recruit Regenerate Undead 3/+9/+2) Armored
18 Endless Staircase: Trap. Wits XX: Delay + Starve
19 Bottomless Pit Trap. Climb XX DM -1: Murder Permanent
20 Hissing Gets Louder: Giant Snake (Poison Beast 3/+10/+5)
21 Bells and Chimes Puzzle: Music XX: Delay
22 Chest: Moldy Clothing: Nothing
23 Dusty Shelves: Detect XX: Find Valuable Book worth 3 Gold
24 Broken Furniture: Detect XX DM -1: Relic Ring
25 Pile of Broken Weapons: Detect XX: Relic Weapon
26 Holes in Walls: Detect XX DM -1: Relic Scroll
27 Spilled Bottles: Detect XX DM -1: Relic Potion
28 Shattered Glassware: Detect XX: Medicinals
29 Exploding Runes: Trap. Detect XX: Blast
30 Rust Eater devouring Sword: Swift XX: Lose 1 Metal Relic
31 Junk Draw: Detect XX DM +2: Jewelry worth 1D6 Gold
32 Target Puzzle: Wits XX and Range XX: Win both or Delay
33 Skeletons Chained to Walls: Roll on Event Table
34 Stuck Wooden Door: Strength XX: Delay
35 Locked Iron Door: Mech XX: Delay
36 Clutter: Detect XX: Find Key (Opens Next Locked Door)
37 Locked Stone Door: Mech XX: Delay
38 Metal Bars: Bend Bars: Strength XX: Delay
39 Iron Portcullis: Lift Gate: Strength XX DM -1: Delay
40 Illusion: Detect XX DM- 2: Secret Door
41 Statue Puzzle: Wits XX: Secret Door
42 Carefully Hidden: Detect XX DM -1: Secret Door
43 Small and up High: Climb XX DM -1: Secret Door
44 Storage Room: Find Old Tools: Adventure Gear
45 Hidden Behind Tapestry: Detect XX: Secret Door
46 Scrawled Graffiti: +2 to next search for Secret Door
47 Pots emanating Foul Odor: Food
48 Troglodytes with Nets (Men 5/+12/+10) Ambushers Thick Skin
49 Poison Gas Trap. Detect XX or Tough XX: Massacre
50 Green Slime Covering Wall (Acid Slime 3/+7) Slow Ambusher
51 Cistern: Water Logged Ghouls (Undead 4/+11/+7) Hoard
52 Cursed Doll Trap: Detect XX: Curse
53 Vaulted Ceiling: Wyvern (Poison Dragon 4/+13/+5) Fast
54 On Stone Dias: Basilisk (Gaze Monster 2/+10/+4) Scales
55 Dripping from Ceiling: Grey Ooze (Acid Slime 3/+6) Slow Ambusher
56 Filling Corridor: Gelatinous Cube (Acid Slime 4/+8) Slow Hoard
57 Haunted Chamber (Spirit 3/+9/+6)
58 Carved Archway Polymorph Trap. Detect XX: Incapacitate
59 Torch lit Stairwell: Well Equipped
60 Perched on Upper Ledge: Gargoyle (Animated 2/+8/+10) Stone. Ambusher
61 Dead End. Maze XX: Delay
62 Dank Pool: Giant Toad (Beast 2/+7/+8)
63 Overgrowth: Mushroom Men (Fungi Regenerating Men 4/+8/+9)
64 Sub-Complex: Snake Men (Beast Men Mage Poison 5/+13/+11) Hoard
65 New Tunnel: Giant Horned Beetle (Insect 3/+7/+4) Shell
66 Treacherous Ground: Climb XX: Accident
67 Small Iron Chest. Mech XX: 1D6 Gold in Mixed Coins
68 Strange Noises: Lose Morale Boost
69 Teleporter Trap. Detect XX: Separation
70 Narrow Shaft. Climb XX: Separation for one party member
71 Toppled Statue: Nothing
72 Dark Corner. Detect XX: Scattered Treasure
73 Great Hall: Maze XX: Relic Armor or Shield
74 Room Size Game Board Puzzle. Wits XX DM -1: Separated
75 Scythe Blade Trap. Swift XX: Murder
76 Ceiling Blocks Fall. Swift XX DM +1: Massacre
77 Pile of Rubble: Nothing
78 Brazier and Pile of Charcoal: Nothing
79 In Mouth of Giant Carved Skull. Detect XX: Secret Door
80 Trapped Book: Poison Detect XX or Lore XX: Murder
81 Rolling Boulder Trap. Swift XX: Blast
82 Pivoting Bookcase: Detect XX or Mech XX: Secret Door
83 Clouds of Flying Insects: Irritant
84 Shrieking Mushroom: Next Foes get +7 Stealth
85 Sarcophagus: Coffin Corpse (Undead 2/+7/+9) Ambusher
86 Flaming Oil Trap. Detect XX: (Fire) Blast
87 Hole in the Wall. Giant Ants emerge (Insects 4/+6/+4)
88 Heap of Trash: Detect XX: Random Relic
89 Pile of Rotting Wood: Detect XX: Relic Wand or Staff
90 Lever Puzzle & Revolving Wall: Mech XX or Wits XX: Separated
91 Oubliette with Scratches on Walls: Swift XX: Buried Alive
92 Two Talking Doors: 1 is Safe. 1 is a Trap. Wits XX: Murder
93 Magic Mouth on Wall: Get +2 to Detect Next Trap
94 Gushing Fountain (Water Elemental 4/+11/+13) Ambusher
95 Shrinking Trap: Detect XX: Incapacitated
96 Flooding Room: Trap. Climb XX: Massacre
97 Altar Trap: Detect XX: Curse
98 Pool of Blood: Nothing
99 Statue: Answer Riddle: Wits XX: (Animated 3/+6/+6) Stone
00 Pedestal with Bowl of Magic Fruit (Heal 1 Wounded Hero)
RUINED CASTLE ENCOUNTER TABLE
1D40 Encounter:
1 Throne room with Skeletal Remains: Nothing
2 Armory: Well Equipped
3 Watchtower: View of the Landscape: Morale Boost
4 Lords Chambers: Detect XX: Relic
5 Kennel: Zombie Dogs Whining: (Undead 3/+6/+9) Fast
6 Iron Gates: Lift Gates XX: Delay [S]
7 Torch Puzzle: Wits XX: Delay
8 Great Hall in Disarray: Wits XX: Info
9 Giant Rats: Hungry Vermin Attack (Swarm 3/+5)
10 White Skinned Ghoul Wearing Robes (Undead 2/+6/+7)
11 Kitchen: Recover Cooking Implements worth 1 Gold
12 Study: Detect XX: Find Valuable Book worth 5 Gold
13 Courtyard: Overgrown Rose Bushes: Nothing
14 Valuable Tapestry. 4 Gold. Heavy. Bulky
15 Battlements: Attacked by Apparition (Spirit 3/+11/+8)
16 Crumbling Staircase: Climb XX: Accident
17 Smithy: Recover Smiths Tools worth 3 Gold
18 Stable: Recover Riding Equipment worth 2 Gold
19 Tower with Rotting Catapult: Nothing
20 Princes Chambers: Werewolf (Regenerating 3/+12/+9)
21 Princesses Chambers: Banshee (Spirit 3/+9/+7)
22 Parapets: Hear Wolves Crying: Nothing
23 Audience Chamber: Skeleton with Dagger in Back
24 Stairs: Spirit Painting on Wall: Demoralized
25 Courtroom: Redcap in Jester Outfit (Fey 2/+7/+13)
26 Servants Chambers: 1 Gold worth of Loose Copper Coins
27 Banquet Hall: Dancing Ghosts (3/+6/+5) Indifferent
28 Chapel: Pray: Blessed
29 Dressing Room: Some Salvageable Clothing worth 2 Gold
30 Cellar: Find Bottles of Wine worth 1D6 Gold
31 Torch Holder Mechanism: Detect XX: Secret Passage
32 Hollow Suit of Armor Attacks (Animated 3/+8/+7)
33 Guest Bedroom: Possessed by Specter (Spirit 3/+7/+11)
34 Stained Glass Windows: Gain Luck
35 Drawbridge: Moat Monster (Aquatic 5/+12/+9) Ambusher [A]
36 Dining Hall: Recover Silverware worth 3 Gold
37 Chandelier Falls: Swift XX: Blast
38 Courtyard: Gargoyle (Animated 3/+10/+7) Stone. Fast [S]
39 Vestibule: Recover Gold Plated Candlesticks worth 2 Gold
40 Game Room: Recover Ornate Chess Set worth 2 Gold
DEMONIC TEMPLE ENCOUNTER TABLE
1D30 Encounter:
1 Ceremony: Cultists with Daggers (Men 3/+5/+9)
2 Bloody Shrine: Nothing
3 Guards with Spears: (Men 3/+8/+9) Swift XX: Alert
4 Empty Holding Cells: Nothing
5 Cornered Evil Priest (Priest 2/+4/+8) Zap +3
6 Pile of Naked Fresh Dead Bodies: Demoralized
7 Captive being Tormented by Imps (Demons 2/+3/+6) Recruit
8 Pit of Fire: Hot Embers: Irritant
9 Stepping through Rift: Minor Demons (Fire 3/+7/+8)
10 Torture Chamber: Cultist with Burning Brand (Man 2/+6/+10) Ambusher
11 Running toward you: Demon Dogs (3/+9/+11) Fast
12 Prisoner Cells: Rescue Captives: Ally (Stealth Detect Swift)
13 Pair of Lesser Demons tearing a body apart (4/+10/+7) Unalert
14 Giant Cauldron full of Cannibal Soup: Food
15 Major Demon eating a Live Captive (5/+15/+8) Indifferent
16 Library with Books on Demon Lore: Lore XX: Info
17 Room full of Bones and Maggots: Nothing
18 Cistern with foul Murky Water: Drink
19 Demonic Carvings on Walls: Lore XX: Info
20 Giant Demon Idol with Gemstone Eyes worth 5 Gold each
21 Dark Acolyte Drawing Pentagram (Mage 2/+5/+8)
22 Planar Gate: Roll twice on Demon Dimension Encounter Table
23 Free Tied up Naked Girl on Altar: Morale Boost
24 Disrupt Ritual: Servants of Darkness (Men 3/+6/+7): Commotion
25 Destroy Portal: Gate Keeper (Demon 3/+10/+9): Change Fate
26 Mounted on Wall: Relic
27 Scattered on Floor: Treasure
28 Chased by Cultists: Swift XX: (Men 4/+6/+7)
29 Heap of Squirming Lemures (Demons 3/+2/+3) Unalert
30 Pit of Hellfire: Climb XX: Death Permanent
WIZARDS TOWER ENCOUNTER TABLE
1D20 Encounter:
1 Storage Pantry: Find Spell Ingredients: Draw 1 Spell Card
2 Wall Panel: Disintegration Trap: Detect XX: Blast
3 Portal to Unknown Location: Separation
4 Clockwork Beast Guard (Animated Metallic 5/+12/+8)
5 Laboratory: Find 1D3 Relic Potions
6 Chemical Jars: Poison Gas Cloud Trap: Detect XX: Massacre
7 Observatory: Find Telescope & Star Charts worth 4 Gold
8 Trophy Room: Detect XX: Relic
9 Summoning Chamber: Major Abomination (6/+12/+6)
10 Strange Chamber: Polymorph Trap. Detect XX: Incapacitated
11 Menagerie: Giant Spider on ceiling (Poison 3/+9/+9) Ambusher
12 Aquarium: Electric Eels Attack (Lightning 2/+7/+7) [A]
13 Aviary: Cockatrice lurking about (Beast Gaze 1/+14/+5)
14 Apparatus: Electrical Trap: Mech XX: Murder
15 Library: Find Valuable Books worth 1D6 Gold
16 Broken Vats: Slime Monster Attacks (Acid 3/+6/+7) Ambusher
17 Workshop: Recover Tinkers Tools worth 3 Gold
18 Gravitic Anomaly Puzzle: Lore XX: Delay
19 Storage Area: Lore XX: Find Technomancy Device worth 3 Gold
20 Experimentation Room: Flesh Golem (Animated 4/+11/+8)
NATURAL CAVE SYSTEM ENCOUNTER TABLE
1D40 Encounter:
1 Stalagmite Forest: Climb XX: Delay
2 Lost in Maze of Caverns: Maze XX: Delay
3 Blind Moths: Nothing
4 Giant Millipedes (Insect Swarm 3/+4)
5 Explorer: Skeletal Remains: Demoralized
6 Stalactite Cave: Bronze Dragon (7/+14/+8) Fast Breath +4
7 Giant Earwigs (Insects 3/+6/+5)
8 Chasm: Climb XX: Backtrack
9 Giant Worm (4/+9/+6) Thick Hide
10 Crevice: Climb XX: Accident
11 Big Black Giant Beetles (Insect 4/+7/+6) Shell
12 Dropped Item: Relic
13 Albino Crabs: Food
14 Dead End: Pathfinding XX: Backtrack
15 Luminous Scorpions (Poison 2/+7/+7)
16 Rat Swarm (Beasts 3/+5) Disease
17 Dripstone Cave: Nothing
18 Mushrooms: Lore XX: Medicinals
19 Stone Arches: Nothing
20 Kobolds (4/+6/+9) Range+2 Ambushers
21 Terraces: Roll on Event Table
22 Gap: Swift XX: Death
23 Shaft: Climb XX: Death
24 Cave In: Swift XX: Massacre
25 Underground River: Strength XX: Separated [A]
26 Cave Goblins (3/+8/+9) Fast Range+3 Ambushers
27 Ravine: Climb XX: Delay
28 Flying Bloodsuckers: (Beast Swarm 4/+4)
29 Narrow Passages: Swift XX: Delay
30 Dwarf Adventurers: Recruit Dwarf
31 Lofty Caverns: Roll twice on the Underdark Table
32 Briny Pools: Blind Fish: Fishing XX: Food
33 Stone Staircase blocked by Cave Troll (Regenerating Giant 6/+13/+8)
34 Phosphorescent Fungus: Nothing
35 Uneven Ground: Climb XX: Accident
36 Three Armed Rock Eater (Alien Mage 3/+9/+8) Zap +3 Thick Skin
37 Stone Bridge over Chasm: Progress
38 Drafty Cave: Cave Bear (Beast 3/+7/+9)
39 Blocking Boulder: Strength XX: Backtrack
40 Evil Eye Monster Floating About (Alien Mage 3/+13/+11) Slow
NECROPOLIS ENCOUNTER TABLE
1D20 Encounter:
1 Lurking Ghouls (Undead 3/+8/+8)
2 Broken Tomb Stones: Lore XX: Info [S]
3 Zombie Mob (Recruiting Regenerating Undead 5/+6/+6) Slow
4 Open Vaults: Nothing
5 Skeletons with Spears (Undead 3/+8/+7)
6 Empty Graves: Detect XX: Accident [S]
7 Coffin Corpse (Undead 3/+9/+9) Ambusher
8 Skeleton Warriors (Undead 3/+7/+7)
9 Wrathful Wraith (Spirit 4/+13/+8)
10 Sarcophagus: Treasure
11 Lost in the Catacombs: Pathfinder XX: Delay [U]
12 Zombie Soldiers Milling About (Regenerating Undead 4/+7/+6) Slow
13 Houses of the Dead: Nothing
14 Skeletal Rats (Undead Swarm 4/+2)
15 Skeletal Ogre with Chain (Undead Giant 5/+14/+7)
16 Maze of Grave Stones: Maze XX: Delay [S]
17 Zombie Troll with Axe: (Regenerating Undead Giant 5/+12/+6)
18 Scattered Bones: Nothing
19 Heavy Gate: Strength XX: Delay
20 Skeleton General wielding Relic Sword (Undead 3/+10/+8)
Notes: Unless specified 50% Under [U] or 50% Settlement [S] (Above Ground)
DRAGONS LAIR ENCOUNTER TABLE
1D20 Encounter:
1 Large Opening to the Outside: Nothing
2 1D6 Dragon Eggs. Worth 1 Gold Each
3 Hatchlings (2/+5/+4) If Fought 75% Dragon Wakes Up
4 Remains of Dead Knights. Salvage Weapons: Well Equipped
5 Loose Treasure: Worth 1D6 Gold
6 Pile of Dragon Poop: Irritant
7 Dragon Snoring Sounds: Nothing
8 Knock Rock Over: 50% Dragon Wakes Up
9 Trip over Skeleton: 25% Dragon Wakes Up
10 Maze of Passageways: Maze XX
11 Pile of Treasure: 1D6 Gold
12 Priceless Artifacts: Relic
13 Scorched Piles of Bones: 1D2 Gold
14 Dank Dark Caverns: Track XX: Backtrack
15 Dragon Stirs: Stealth XX: Delay
16+ Sleeping Dragon. Unalert
Notes: If it is not the Major Foe, The Dragon will be (5/+15/+7) Fast
DEEP MINES ENCOUNTER TABLE
1D20 Encounter:
1 Hostile Miners with Picks and Hammers (3/+9/+8)
2 Task Master with Whip (3/+10/+9)
3 Slaves: Free Them: Ally (Under Climb)
4 Abandoned Shaft: Pathfinding XX: Backtrack
5 Maze of Passageways: Pathfinding XX: Maze
6 Vein of Ore: Roll on Event Table
7 Scattered Gems: Worth 1D3 Gold
8 Mining Equipment: Adventure Gear
9 Vertical Shaft: Climb XX: Delay
10 Minecart Chase: Swift XX DM -2: Blast
11 Storeroom: Adventure Gear
12 Kegs of Blasting Powder: Extra Ammo
13 Utter Darkness: Pathfinding XX: Delay
14 Mine Collapse: Swift XX: Blast
15 Disturbed Earth Elemental (4/+12/+7)
16 Deeper Still: Roll twice on the Underdark Table
17 Precious Metal Ingots worth 1D6 Gold
18 Dead End: Pathfinding XX: Backtrack
19 Piles of Rubble: Climb XX: Accident
20 Deep Gnomes: Detect XX: Steal 1 Relic
PYRAMID ENCOUNTER TABLE
1D50 Encounter:
1 Fast Moving Scarab Beetle Swarm (Insect 4/+9) Fast
2 Room full of small Figurines: Lore XX: Gain Luck
3 Hieroglyphic Warnings: Lore XX: Info
4 Sand Man (Elemental 4/+10/+8)
5 Carved Tablet: Exploding Rune Trap: Detect XX: Blast
6 Mummified Zombies rise up: (Regenerating Undead 3/+10/+6)
7 Bone Cases: Detect XX: Find Relic Ring
8 Mummy Guards with Scimitars (Undead 4/+12/+11) Fast
9 Magic Curtain: Trick. Wits XX: Delay
10 Locked up Dao: Angry Earth Djinn (Mage 3/+9/+9) Zap +4
11 Freezing Barrier Trap: Detect XX or Fire Spell: Blast
12 Statue: Detect XX: Sphinx (4/+10/+9) Stone
13 Lightning Barrier Trap: Detect XX or Protection Spell: Blast
14 Pharaoh Statue: Ruby Eyes worth 5 gold Each
15 Fire Barrier Trap: Detect XX or Cold Spell: Blast
16 Skeletal Remains: Detect XX: Find Magic Ankh Relic (Priest +1)
17 Infinite Room Puzzle: Wits XX: Delayed
18 Skeleton Guards with Swords and Shields (Undead 3/+7+7) Shielded
19 Stairs: Roll on Event Table
20 Sand Trap: Swift XX: Massacre
21 Archway: Teleport Trap: Mech XX: Separated
22 Dancing Scimitar (Animated Metallic 3/+7/+9)
23 Alcove: Detect XX: Secret Door
24 Sloping Passageway: Nothing
25 Maze: Delay then Maze XX: Delay
26 Cartouche Puzzle: Wits XX: Delay
27 Raised Dias. Teleport Trap: Detect XX: Separated
28 Underwater Tunnel: Backtrack or Lose all Armor Relics. Drink [A]
29 Magnetic Ceiling Trap: Mech XX: Lose 1 Metallic Relic
30 Multiple Javelin Traps: Swift XX: Blast
31 Murals of the Pharaoh Hunting: Nothing
32 Clones: Fight copies of Heroes. (6/+12/+8) Range+4
33 Crushing Wall Trap: Mech XX: Massacre
34 Rows of Statues (Animated 5/+14/+8) Stone. Ambushers
35 Collapsing Ceiling: Swift XX: Massacre
36 Doorway: Backtrack or Clay Golems (Animated 4/+12/+6) Indifferent
37 Snake Pit: Poisonous Vipers (Beasts 2/+8/+13)
38 Piles of Sand: Sand Elemental (Earth 4/+12/+8)
39 Fiery Jackal Headed Demon with Flail (5/+15/+10)
40 Open Sarcophagus: Detect XX: Magic Weapon
41 Murals of Pharaoh at War: Nothing
42 Mummy Priest (Undead Priest 3/+8/+8)
43 Rows of Engraved Pillars: Lore XX: Info
44 Papyrus Scrolls: Detect XX: Relic Scroll
45 Mummified Vampire (Undead Mage 3/+10/+10) Fast
46 Statue of Osiris: Leave an Offering of 1 Relic or Nullify
47 Gargoyles Hidden in corners (Animated 4/+14/+9) Stone. Ambushers
48 Shrine of Ra: Leave an Offering of 3 Gold or Cursed
49 Curse Trap: Detect XX: Cursed
50 Raised Dias: Gold Idol worth 5 Gold
UNDERWORLD KEEP ENCOUNTER TABLE
1D60 Encounter:
1 Imps with picks (Demon 2/+3/+8) and 1 Gold worth of Ingots
2 Poison Gas Trap: Swift XX: Massacre
3 Goblin Horde with Mixed Weapons (Men 4/+6/+8) Range+1
4 Winding Tunnels: Pathfinding XX: Delay
5 Giant Beetles (Insects 3/+7/+6) Shell
6 Lightning Trap: Detect XX: Blast
7 Wooden Door: Strength XX: Delay
8 Chicken Hatchery: Food
9 Guard Room: Stealth XX: Alarm
10 Lava Trap: Detect XX: Casualty
11 Demon Spawn (3/+7/+6)
12 Training Room: Next Foe gets +3 Fight
13 Braced Door: Strength XX: Delay
14 Alarm Trap: Detect XX: Alarm
15 Blood Fly Swarm (Insect 3/+4)
16 Lair: Next Foe gets +4 Fight
17 Evil Ghost (Spirit 3/+8/+7)
18 Word of Power Trap: Tough XX: Blast
19 Hell Hounds (Demon Beast 3/+10/+9) Fast
20 Prison: Rescue one Hungry Hero
21 Horned Reaper (Devil 4/+11/+7) Thick Hide
22 Boulder Trap: Swift XX: Massacre
23 Orcs with Crossbows and Swords (Men 4/+8/+9) Range+3
24 Magic Door: Need Spell to open or Delay
25 Skeletons with Spears (Undead 3/+7/+7)
26 Fear Trap: Separated
27 Giant Spiders (Poisonous 3/+9/+8) Ambusher
28 Torture Chamber: Recruit Wounded Hero
29 Tentacle Monster (6/+16/+7)
30 Iron Door: Strength XX DM -2: Delay
31 Cave Troll with Maul (Regenerating Giant 5/+15/+7)
32 Workshop: Next Trap is -2 to Detect
33 Vampire (Recruiting Undead 3/+13/+10) Fast
34 Freeze Trap: Detect XX or Fire Spell: Blast
35 Warlock (Man Mage 2/+6/+8) Zap +4
36 Graveyard: Loot Corpses for 1D3 Gold
37 Black Knight: (Man 3/+8/+8) Armored and Shielded
38 Fireburst Trap: Detect XX or Cold Spell: Blast
39 Dark Elf Archers (3/+9/+9) Range+4
40 Unholy Temple: Next Foe gets +2 Fight
41 Fireflies: Nothing
42 Jack in the Box Trap: Mech XX: Blast
43 Dark Angel (Mage 4/+12/+8)
44 Steel Gate: Lift Gate XX: Backtrack
45 Spider Maiden (Mage Poison 2/+7/+9)
46 Cannon Trap: Swift XX: Blast
47 Salamander (Fire 4/+9/+8) Breath +3
48 Library: Find Valuable Books worth 2D2 Gold
49 Backstabbing Rogue (Man 2/+7/+13) Ambusher
50 Stone Bridge: Next Foe cannot be Evaded
51 Trigger Trap: Next Trap does 1 extra Casualty
52 Portal: Roll 3 times on Demon Dimension Encounter Table
53 Bile Demon (Acid 4/+9/+7) Range+2
54 Detect XX: Secret Door
55 Treasury: 2D6 Gold
56 Dark Mistress: Succubus with Whip (Demon 3/+11/+9) Range+2
57 Casino: Various Monsters (5/+10/+6) Hoard
58 Spike Trap: Detect XX: Murder
59 Destroy Dungeon Heart: Commotion + Progress
60 Young Volcanic Dragon (5/+17/+8) Scales. Fast. Breath +4
LABYRINTH ENCOUNTER TABLE
1D20 Encounter:
1 Twists and Turns: Maze XX: Delay
2 Dead End: Pathfinder XX: Backtrack
3 Find Chalk or String: Adventure Gear
4 Lost: Wits XX: Demoralized
5 Back Where You Started: Maze XX: Backtrack
6 Indentation: Detect XX: Secret Door
7 Skeletal Remains: Nothing
8 Center of the Maze: Lore XX: Morale Boost
9 Young Sacrifice: Guide
10 Maze Monster (4/+13/+15) Thick Hide. Fast
11 Darkness: Pathfinder XX: Delay
12 Hunger: Starve
13 Slimy Mushrooms: Food
14 Madness: Wits XX: Accident
15 Path Blocked by Rubble: Strength XX: Progress
16 Wandering Aimlessly: Roll on Event Table
17 Methodical Turns: Wits XX: Progress
18 Waste Away: Starve
19 Going in Circles: Track XX: Backtrack
20 Wander Off: Track XX: Separation
GREAT WORKSHOP ENCOUNTER TABLE
1D20 Encounter:
1 Great Forge: Burning Cinders: Irritant
2 Sentinel Armor (Animated Metallic 2/+9/+15) Alarm
3 Crushing Walls: Climb XX: Massacre
4 Dragon Engine (Animated Metallic 5/+12/+5) Fast
5 Store Rooms: Well Equipped
6 Clay Golem (Regenerating Earth Animated 3/+8/+6)
7 Dark Crystal: Magic Source
8 Disrupt Lines of Worker Drones: Commotion
9 Locked Door: Mech XX: Backtrack
10 Safe Room: Mech XX: Relic
11 Danger Room: Battle Bot (Animated Metallic 4/+3/+7)
12 Giant Furnace: Overheat
13 Reject Room: Misfit Toys (Animated 2/+5/+5) Ambushers
14 Under Construction: Climb XX: Accident
15 Piles of Junk: Lore XX: Delay
16 Conveyor Belt: Dodge Robot Arms: Swift XX: Blast
17 Transformation Vat (Abominations 4/+7/+9) Ambushers
18 Stumbling Eectro Mech (Lightning Animated 4/+13/+4) Range+7
19 Factory Control Room: Sabotage: Commotion
20 Massive Grinder: Swift XX: Massacre
UNDERDARK ENCOUNTER TABLE
1D50 Encounter:
1 Dark Elf Scouts (Men Mage 4/+14/+11) Range+3
2 Underground River: Strong XX: Separated [A]
3 Dark Denizens: Derro (Men 3/+6/+9) Range+2 Ambushers
4 Sinister Mind Slaver and Thralls (Men Mage 4/+15/+12) Zap+5
5 Web of Tunnels: Maze XX
6 Clever Spiderfolk (Poison 3/+6/+10) Ambushers
7 Suspicious Dwarf Patrol: Wits XX: Ally (Under Fight Climb)
8 Bloodthirsty Troglodytes (Men 4/+7/+8)
9 Gray Dwarves: Give 2 Gold: Guide
10 Edible Fungus: Food
11 Kuo-Toa Traders: Pay 2 Gold: Resupply or Adventure Gear
12 Savage Grimlock Tribesmen (4/+8/+9) Range+3
13 Deserted Passages: Starve
14 Vile Hook Horror (Abomination 3/+11/+8)
15 Lightless Depths: Demoralized
16 Hideous Fomorian (Giant 6/+14/+7) Thick skin
17 Deep Gnome Town: Roll twice on Village Table
18 Hidden Caves: Favor Foe
19 Enormous Quarry: Ponderous Stone Giant (5/+13/+6) Stone
20 Vampire Troupe (Undead Recruit 4/+13/+10) Fast
21 Foraging Deepbear Nomads (Beasts 4/+10/+9)
22 Stale Air: Irritant
23 Fierce Minotaurs (Composite 4/+14/+10)
24 Crystal Spars: Worth 3 Gold
25 Barbaric Goblinoid war Party (Men 3/+7/+8) Range+3 Ambushers
26 Torches Go Out: Survival XX: Delay
27 Orc Infestation (Men 4/+8/+8) Range+3 Shielded Ambushers
28 Geothermal Fumes: Survival XX: Blast
29 Hulking Umber (Alien Gaze 4/+12/+9) Thick Hide Ambusher
30 Shadow Portal: Detect XX: Separated
31 Lich Realm: Roll twice on the Necropolis Table
32 Eye Tyrant (Alien Mage 3/+8/+10) Zap+6
33 Giant Cockroaches (Swarm 4/+6) Shell
34 Black Pudding (Slime Acid 4/+10/+6)
35 Fossil Chamber: Roll on Event Table
36 Earth Elemental (5/+15/+7) Armored and Stone
37 Rift: Climb XX: Delay
38 Copper Dragon (Fire 5/+14/+9) Fast Breath+4
39 Subterranean Sea: Roll twice on the Sea Table
40 Wererat Troupe (Shapeshifters 3/+8/+11) Ambushers
41 Cave Pearls: Worth 2 Gold
42 Treacherous Ground: Climb XX: Accident
43 Three Armed Rock Eater (Alien Mage 3/+9/+8) Thick Skin
44 Geodes: Worth 3 Gold
45 Vast Cavern: Roll twice on the Mushroom Forest Table
46 Crumblestone: Swift XX: Massacre
47 Ice Cave: Survival XX: Freeze
48 Volcanic Region: Roll twice on the Volcanic Table
49 Lava Tubes: Maze XX: Delay
50 Quickstone: Swift XX: Death
TOMB OF HORRORS ENCOUNTER TABLE
1D70 Encounter:
1 False Tunnel Trap: Roof Collapse: Detect XX: Massacre
2 False Tunnel Trap: Trapped Inside: Swift XX: Buried Alive
3 Colorful Mosaics: Info
4 Counter Weighted Poisoned Spike Pit Trap: Detect XX: Murder
5 Bronze Chest Poison Needle Trap: Detect XX DM +2: Murder
6 Lever Activated Deep Pit Trap: Lore XX DM -2: Massacre
7 Rune Message on Floor: Info
8 Arch of Mist: Teleport Puzzle: Wits XX: Separated
9 Great Green Devil Face: Sphere of Annihilation: Wits XX: Murder
10 Forsaken Prison: Mech XX: Backtrack or Buried Alive
11 Lever Trap: Deep Pit: Mech XX: Massacre + Buried Alive
12 Huge 4 Armed Gargoyle (6/+16/+9) Stone: Treasure + Info
13 Complex of Secret Doors: 3 Tests of Mech XX DM -2: Casualty + Retry
14 Great Hall of Spheres: Detect XX: Delay
15 Illusion Covered Crawlway: Detect XX: Delay
16 Magic Archway: Wits XX: Separated + One group Loses all their Relics
17 3 Armed Statue: Wits XX DM -2 and lose 3 Gold: Gain Gem of Seeing Relic
18 Gold Chest: Asp Swarm (Beast Poison 3/+6/+9) Fast
19 Silver Chest: Dart Trap: Blast + Relic Ring
20 Wood Chest: Giant Skeleton with 2 Scimitars (Undead 6/+14/+8) Armored
21 Magic Mouth: Info
22 False Door: Spear Trap: Swift XX: Murder
23 Chapel of Evil: Detect XX: Treasure
24 Gas Trap: Tough XX: Weakened
25 Opalescent Blue Altar: Lightning Trap: Swift XX: Blast
26 Glowing Orange Archway: Wits XX: Cursed
27 Stone Gate: Wits XX and lose 1 Gold or Relic Ring: Delay
28 Wooden Door in Pit: Detect XX DM -1: Delay
29 Locked Oaken Door: Strength XX: Delay
30 Tilting Floor into Fiery Pit of Molten Lava: Swift XX: Massacre Permanent
31 Magic Secret Door: Mage XX: Delay
32 False Crypt: Fear Gas: Tough XX: Delay
33 Webs: Magical Fire to pass or Backtrack
34 Zombie Imposter (Undead 3/+7/+8) Armored
35 Jade Coffer: Treasure + Relic Potion + Relic Scroll
36 Programmed Illusion of Cave-In: Wits XX: Barred
37 Mummy Preparation Room: Huge Ochre Jelly (Slime Acid 4/+11/+7)
38 Huge Pit of Shooting Spikes: Mage XX: Massacre
39 Agitated Chamber: Angry Asps (Poison 2/+6/+10) Fast: Loot
40 Large Tapestries: Green Slimes (Acid 5/+15/+9) Ambusher
41 Good Siren: Wits XX: Ally (Mage Stealth Music)
42 Cavern of Gold and Silver Mists: Delay
43 False /True/Trap Door: Wits XX: Delay
44 Sleep Gas and Stone Juggernaut: Tough XX: Massacre Permanent
45 Adamantite Door: Wits XX: Delay
46 Pillared Throne Room: Levitation Trick: Mage XX: Separated
47 Charred Remains: Evil Exploding Gem: Lore XX: Massacre
48 Ebony Dias and Silver Throne: Wits XX: Delay
49 Cursed Crown and Scepter: Wits XX: Death Permanent
50 Stone Table: Mummy (Undead 4/+12/+8)
51 Animated Swords & Shields (Metallic 7/+17/+9) Fast
52 Chamber of Hopelessness: Demoralized
53 Wondrous Foyer: Heal XX: Massacre
54 Valves of Mithril: Wits XX: Separated + One Group loses all Relics
55 False Treasure Room: Nullify
56 Bronze Urn: Efreet: Ally (Mage Wits Detect)
57 Granite Sarcophagus: Shattered Skull: Broken Staff: Nothing
58 Iron Chests: Poison Needle Trap: Mech XX: Death: Loot
59 The Crypt: Ascending Vault: Swift XX: Blast Permanent
60 Pick the Right Key or Explosion: Wits XX: Casualty
61 Swirling Dust: Ghost (Spirit 3/+13/+8)
62 Pile of Gems: Treasure
63 Find Relic Sword, Relic Staff, and Relic Ring
64 Temporary Respite: Rest
65 Secret Door: Detect XX: Delay
66 Find all Relics lost when Separated
67 Vulture Headed Demon (6/+15/+10) Fast
68 Horned Demon (6/+14/+11) Fast
69 Cursed Weapons: Lore XX: Cursed
70 One Way Doors: Backtrack
MAJOR FOE TABLE NOTATION
Foes are Combat Challenges.
They have the notation of (Type X/+Y/+Z)
X = Hits and Armor Trait Bonus
+Y = Fight Trait Bonus. Half of +Y rounded down = Strength Trait Bonus
+Z = Stealth Trait Bonus
-The Range of the Swiftness Trait is given by the Terms:
Slow (1D3 -1) or Fast (1D6 +5) If neither are mentioned, the
Foe will have a Swiftness of (1D3 +2)
-The Armored and Metallic Traits will Double the Armor Bonus.
-Traits like Shielded, Shell, Stone, Scales, Thick Hide give +2 to Armor
-The Type will include 1 or more Traits. If any of these traits can be
Negated (like Poison or Mind or Invisible) the Fight Trait will be
reduced by -5 to a Minimum of Zero.
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