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Searching (-1 in Corridor) Wandering Monsters Special Event

Corridor 2d6 room 1 Wandering monsters attack! (roll on Wantering Monster table). 1-2 Roll on the Vermin table. 1 A Ghost passes through the party. All characters must save vs level 4 fear or lose 1
2-4 Room/Corridor is empty. 3-4 Roll on the Minions table. life. Clerics add their level to this roll.
D6 Treasure D6 Treasure 5-6 Choose : You find a clue, a secret door, or a hidden treasure. 5 Roll on the Weird Monsters table 2 Wandering monsters attack the party, roll d6:
Table 2 Table 6 Roll on the Boss table (no Dragon or Final Boss) 1 - 3: Roll on the Vermin table. 5: Roll on the Weird Monsters table.
Treasure 4: Roll on the Minions table. 6: Roll on the Boss table (reroll small
dragons. Can’t be the final boss)
na - 0 No treasure found. Epic Rewards
D6 Treasure D6 Traps Table D6 Traps Table D6 Treasure 3 A Lady in White appears and asks you to complete a quest. If you accept, roll on the
Table 3 Table 1 d6 gold pieces. 1 The Book of Skalitos: The party is given the spell book that belonged to the Quest table. If you refuse, she disappears. Ignore any further appearances of the
2 2d6 gold pieces. legendary wizard Skalitos. This counts as one scroll of each of the six spells. You may Lady in White in the adventure.
tear up the pages and distribute the six spells among the party to use as scrolls, or
3 A scroll with a random spell (roll on Random Spell table). leave the book as it is and assign it to only one character. The book is old and fragile, 4 Trap! Roll on the Traps table
Can Search Empty D6 Special 4 One gem worth 2d6 x 5 gp. and it is destroyed if the character carrying it is killed by dragon breath. If unused, 5 You meet a Wandering Healer. He will heal your party at the cost of 10 gp per
4 Events Table the book may be sold for 650 gp at the end of the adventure. life healed. You may heals as many life points as you can afford. You can meet
5 One item of jewelry worth 3d6 x 10 gp. the healer only once per adventure. Reroll if you already met him.
2 The Gold of Kerrak Dar!: The party is given the location of the treasure that belonged
6+ One random magic item (roll on Magic Treasure table). to a dwarf. As soon as the party searches a room and generates at least one clue, 6 You meet a Wandering Alchemist. He will sell you up to one Potion of Healing per
Empty. 
 Empty. 
 they may use that clue to find a hidden chest containing 500 gp
Can Search D6 Special 5 D6 Special Can Search party member (50 gp each) or a single dose of Blade Poison (30 gp). You can meet
Feature Table Feature Table Magic Treasure 3 Enchanged weapon: One of the party’s weapons is enchanted and can now roll two the alchemist only once per adventure. Reroll if you already met him.

1 Wand of Sleep: allows user to cast Sleep 3 times before it is depleted. Only wizards dice for its Attack rolls, choosing the best result. The weapon can also hit monsters The Potion of Healing heals all lost life points to a single character and can be used
and elves may use it. Add the user’s level to the spell roll. who are hit only by magic. The enchantment lasts until the end of the adventure. at any moment as a free action.

D6 Treasure D6 Vermin D6 Vermin D6 Treasure 4 Shield of Warning: One of the party’ shields is now enchanted and counts as
Table Table 6 Table Table 2 Ring of Teleportation: the user can automatically pass a Defense roll by moving out The Blade Poison lets you envenom a single arrow or slashing weapon and gives +1
of the room and not take part in the current combat. After one use, the ring loses its protection even if the user is surprised by wandering monsters orif the party is
fleeing from a combat. If the party has no shields, they will be given one. The on Attack against the first enemy attacked. The poison won’t work on undeads,
powers and becomes a simple golden ring worth 1d6+1 gp. demons, blobs, automatons or living statues.
shield of warning is permanent and will last throughout a campaign. It can be
3 Fools Gold: let the user automatically Bribe the next monster that asks for a bribe sold for 200 gp.
D6 Treasure D6 Minions D6 Minions D6 Treasure once.
Table Table 7 Table Table 5 Arrow of slaying: The party is given an arrow enchanted against a random boss (roll Quests
4 Magic Weapon: gives user +1 on Attack rolls. This is a permanent magic item. Roll on the Boss table). Can be used by a character with a bow. It strikes automatically 1 Bring me his head! The creature asks the party to kill a boss monster. Roll on the
d6: against against the designated monster and inflicts 3 wounds. One use; can be sold boss table to determine which one. The next time the party meets a boss in a room,
D6 Minions D6 Treasure 1: Crushing light hand weapon 4-5: Slashing hand weapon for 3d6 x 15 gp. instead of rolling, you may use the boss from the quest. Killing the boss and bringing
Can Search Empty Table Table its head to the quest giver completes the quest.
8 2: Slashing light hand weapon 6: Bow 6 Holy symbol of healing: The party is given a holy symbol that my be used by clerics
3: Crushing hand weapon only. Gives the user +2 to all healing rolls until he dies. When the user’s dies, the holy 2 Bring me Gold! To complete the quest, the party must bring d6 x 50 gp worth of
5 Potion of Healing: can be used at any moment, user Heals all lost life. Does not
symbol and the user’s body can be brought to the user’s church for a free attemps to treasure to this room. If they already have that amount available, the amount
require an action; one use; usable by all classes expect barbarians. resurrect. Can be sold for 700 gp. required is doubled.
Can Search Empty 9 Empty Can Search
6 Fireball Staff: allows user to cast Fireball spell twice. Only wizards may use it, Add 3 A want him alive! Refer to 1 on this table, but the party must subdue the boss, tie
the user’s level to the spell roll. Special Feature him up with a rope, and take him to the quest giver’s room to complete the quest. To
D6 for 1 Fountain: All wounded characters recover 1 Life the first time they encounter a subdue a monster, you must either use the Sleep spell, or fight with -1 on all Attack
D6 Weird level up. D6 fountain in an adventure. Further fountains have no effect. rolls to knock out the boss instead of killing him.
Can Search Empty Monsters Treasure Random Spell
10 Table 2 Blessed Temple: A character of your choice gains a +1 on Attacks against undead 4 Bring me that! Roll on the magic item table to determine what object the quest giver
Table 1 Blessing: Removes curses and other conditions. wants. Every time the party kills a boss, roll d6. On a 6, the boss have this item in
monsters or demons until the character kills at least one undead or demon. Can also
2 Fireball: Slays a number of creatures equal to Roll minus creature level (min 1; living remove a curse. addition to his treasure, if any. To complete the quest, bring the object to the quest
D6 for D6 for giver’s room.
level up. D6 D6 Boss Table D6 Boss Table
 level up. D6 dragons are immune) 3 Armory: All characters can change their weapons if they want, within the limits of
Treasure 11 + 6 = Final Treasure 3 Lightning Bolt: Slays 1 minion or inflict 2 wounds against a boss. their class. 5 Let peace be your way! To complete the quest, the party must complete at least
Table Table three encounters in the adventure in a non violent way. This includes bribing, getting
4 Sleep: Slays 1 boss or d6 + level minions 4 Cursed Altar: As you enter the room, an eerie glow emanates from a sinister help from monsters, performing another quest,and defeating a monster with the
D6 for 5 Escape: Teleport to the dungeon’s first room, can be use instead of a Defense roll. altar. A random character is cursed and has now -1 on his Defense rolls. To Sleep spell and then tying him up with a rope.
Can Search Empty Dragons Lair level up. D6 break the curse, the character must slay a boss alone, or enter a Blessed
12 (Boss Table) Treasure 6 Protect: Gives +1 to a character’s Defense rolls for an entire battle. Temple, or have a Blessing spell cast on him. 6 Slay all the monsters! To complete the quest, all the dungeon rooms must be laid
Table out and all the occupant slain. With the exception of the quest giver. As soon as these
4 Statue: You may leave the statue alone or touch it. If you touch it, roll d6: conditions are met, the party can claim their reward.
1 - 3: The statue awakens and attacks (level 4 boss, 6 life, immune to spells. 3d6 x 10 gp.
4 - 6: The statue breaks, 3d6 x 10 gp.
6 Puzzle Room: The room contains a puzzle box (d6 level). You may leave it alone or try
to solve it. For every failed attempt, the character trying to solve it loses 1 life.
Wizards and rogues add their level to the puzzle-solving roll. If solved, roll on the
Treasure table.
them. Encountering them gives no XP roll.
counts as a clue. The gremlins have no combat stats because it is impossible to fight 1 - 2: Bribe (d6 gp per fungus), else fight. 3 - 6: Fight.
If the gremlins steal ALL of your equipment, they will leave a thank you message that
Reactions:
potions, weapons, gems, 10 gp.
must save vs level 3 poison or lose 1 life. Halflings add their level on this save.
surrender objects from any of your characters in this order: Magic Items, scrolls, 6 2d6 Fungi Folk. Level 3, treasure. Any character taking damage from the fungi folk
6 Invisible Gremlins. A band of gremlins steal d6 + 3 objects from the party. You must
1 - 2: Fight. 3 - 6: Fight to the death.
webs. Reactions : always fight to the death. fight to the death:
webbing, the party may not withdraw from battle unless they cast a fireball on the life and continues to fight. Reactions: If a dwarf is present in the party, automatically
damage must save vs level 3 poinson or lose 1 additional life. Dur to the spider’s character uses an additionnal attack against it, roll a d6: on a 5 or 6 comes back to
5 Giant Spider. Level 5, 3 life points, 2 attacks, 2 treasure rolls. Characters taking 5 D3 Trolls. Level 5, treasure. On every turn after it is killed, unless by a spell or a
6: Quest. 1: Flee. 2 - 6: Fight.
ight. item), else fight.
4 - 5: Fmagic 3 - 5: Fight.
characters must save vs level 4 gaze attack or lose 1 life. Reactions: 1 - 2: Bribe (10 gp per orc), else fight. 6: Fight to the death.
Bribe
2 - 3+:2 on (allfirst
their , min. of 100 gp or 1
goldattack). 4 Catoblepas. Level 4, 4 life points, treasure +1. At the beginning of combat, each
1: Sleeping (all characters can attack at any rolled magic as d6 x d6 gp instead. Reactions:
1: Bribe (50 gp), else fight. 2 - 6: Fight. 50%, they will test morale at -1. They never have magic items in their treasure; treat
Small dragons are never met as random monsters. Reactions:
lose 1 life. Reactions: time one or more is killed by a spell. If a spell caused their number to drop below
3 - 6: Bite Attack. 2 random characters make a defense roll or lose 1 life. or 2, the Chimera breathes fire on its turn. All characters must save vs level 4 fire or 4 D6 + 1 Orcs. Level 4. treasure. Orcs are afraid of magic and must test morale each
Characters add half their level to the save. 3 Chimera. Level 5, 6 life points, 3 attacks, treasure. On each of its turn, roll d6. On a 1 fight.
1 - 2: Breathe Fire. All characters must save vs level 6 dragon breath or lose 1 life. 2 - 3 : Bribe (d6 gp, not fools gold), else fight. 2 - 3: Bribe (10 gp per hobgoblin), else 6: Fight to the death.
dragon’s turn, roll d6: 1 : Flee. 4 - 6: Fight. 1: Flee if outnumbered, else fight. 4 - 5: Fight.
Small Dragon. Level 6, 5 life points, 2 attacks, 3 treasure rolls at +1. On every small 6
following in this order: armor, shield, main weapon, 3d6 gp. Reactions: 3 D6 Hobgoblins. Level 4, treasure +1. Reactions:
2: Fight. from heavy armor. On hit, the character takes no damage but loses one of the
2 Iron Eater. Level 3, 4 life points, 3 attacks, no treasure. Defense rolls ignore bonus 2 - 3 : Bribe (5 gp per goblin), else fight.
1 : Flee if outnumbered, else fight. 3 - 6: Fight to the death.
1 : Flee if outnumbered, else fight. 4 - 6: Fight.
When you kill the Chaos Lord, roll d6 : on a 5 or 6, a character finds a Clue. Reactions: 3 - 4 : Fight.
their action before the party. Reactions:
slain). 1 - 2 : Bribe (60 gp), else fight. 6: Fight to the death. 2 D6 + 3 Goblins. Level 3, treasure -1. Rolls d6, on a 1, Goblins gain surpruse and do
defense rolls until the Chaos lord is half their level to this save). roll at -1 on a charge attack. Minotaurs hate halflings. Reactions:
level 4 gaze attack or be at -1 on all level 6 or lose 2 life points, clerics add Never test morale, always fight to the death.
1 Minotaur. Level 5, 4 life points, 2 attacks, treasure. Charge on its first attack. Defense 4 - 6: D6 Zombies. Level 3 undead, no streasure. Bows attacks at -1 against zombies.
4: Evil Eye (all characters must save vs 6: Hellfire (all characters must save vs
lose 1 level). Weird Monsters death.
the Chaos Lord must save vs level 4 or +1 against skeletons. Bows attacks at -1. Never test morale, always fight to the
1 - 3: no powers 5: Energy Drain (A character damaged by 1 - 2: Flee. 3 - 6: Fight. 1 - 3: D6 + 2 Skeletons. Level 3 undead, no treasure. Crushing weapons attacks at
combat, roll for the Chaos Lord special power : against skeletal rats. Immune to bows and slings. Reactions: 1 Roll d6:
Chaos Lord. Level 6, 4 life, 3 attacks, 2 treasure rolls at +1. At the beginning of 5 2d6 Skeletal Rats. Level 3 undead, no treasure. Crushing weapon attacks at +1 6 Minions
2: Quest. 6: Fight to the death. 2 - 4: Fight.
1: Bribe (6d6 gp), else fight. 3 - 5: Fight. 1: Flee. 5 - 6: Fight to the death. A level 5 Giant Stone block falls on the trailing character. 6
their level to this save. Reactions: D6 Vampire Frogs. Level 4, treasure -1. Reactions: 5 Two level 5 Spears spring out of the wall and attack two random characters. 5
characters are out of the game until a blessing spell is cast on them. Rogues add half 2 - 3: Flee if outnumbered, else fight. A level 4 Bear trap attacks the leading character. 4
characters must save vs level 4 gaze attack or be turned to stone. Petrified
Medusa. Level 4, 4 life points, treasure +1. At the beginning of combat, each 4 1: Flee. 4 - 6: Fight. A level 4 Trapdoor opens under the feet of the leading character. 3
2 - 3 : Fight. must save vs level 2 poison or lose 1 additional life. Reactions: A level 3 Poison gas trap attacks every chararters. 2
D6 Giant Centipedes. Level 3, no treasure. A character wounded by a Giant Centipede 4
1 : Bribe (50 gp), else fight. 4 - 6: Fight to the death. A level 2 Dart trap attacks a random character. 1
2 - 3: Flee if outnumbered, else fight. 5 - 6: Fight.
damage. Reactions: Traps
Ogre. Level 5, 6 life points, normal treasure. Every hit from an ogre inflicts 2 points of 3 1: Flee. 4: Bribe (5 gp per goblin, else fight.
2 - 5 : Fight. 2d6 Goblin Swarmlings. Level 3, treasure -1, morale -1. Reactions: 3
characters lose 1 life and the ghost disappears.
1 : Bribe (50 gp), else fight. 6: Fight to the death. 1 - 3: Flee. 4 - 6: Fight. level against ghost’s level). On a fail attempt or if there’s no cleric in the party, all
in their treasure; treat any rolled magic as 2d6 x d6 gp instead. Reactions: shrieking. Reactions: 6 A ghost (level d3+1) protects the gold. A cleric may attempt to ban the ghost (d6 +
Orc Brute. Level 5, 5 life points, 2 attacks, treasure +1 . Orcs never have magic items 2 3d6 Vampire Bats. Level 1, no treasure. Spells are cast at -1 due to their distracting 2 take 1 damage, 2 damage if the character rolls a 1.
attacked at +2 by the Fireball spell and never test morale. Reactions: always fight. 1 - 3: Flee. 4 - 6: Fight. Rogue may disarm the trap. If you have no rogue, a random character must save or
mummy becomes another mummy and must be fought by the party. Mummies are additional life due to an infected wound. Reactions: 3 - 5 The gold is protected by a trap (level equal to the number rolled on this table). A
Mummy. Level 5 undead, 4 life points, 2 attacks, treasure +2. A character killed by a 1 3d6 Rats. Level 1, no treasure. A character wounded by a rat rolls a d6: on a 1, lose 1 1 1 - 2 An alarm goes off, roll on the Wandering Monster table.
4 against darkness
Boss Vermin Hidden Treasure Complication

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