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Orc Fighter

Stocking the Labyrinth


1 – Draw one orc fighter and
When exploring a dungeon – perhaps one created using the random
reduce its hits by 50%. drop table inside the lid of the Legacy Edition
2 – Draw one orc fighter.
3 – Draw two orc fighters. box – you may use this table, and the cards in
Treasure
4 – Draw four orc fighters.
5 – Draw three orc fighters and one 1 – Unguarded! Draw one treasure this set, to quickly populate its chambers.
card and watch the party
wizard. Roll a die. On an odd
result, the wizard is a captive. squabble. When the party
6 – Draw four orc fighters and 2-5 – Guarded! Draw one creature enters a new room,
one treasure card. and one treasure card! Stench of Undeath
Make it your 6 – Guarded hoard! Draw one
1 – 1d3 ghouls are eating a corpse.
toss one six-sided
creature; there are 1d of that
own. The GM is creature type protecting
2 – A mummified corpse in fine die onto this
clothing is on display. Draw a
free to ignore or 1d3+1 random treasure cards.
As always, feel free to select
treasure card. Is it just dead . . . or undead? drop table
Creatures 3 – 1d3 skeletons guard a door . . . to where?
and follow
change any rule, 1 – Draw two creatures and select
instead of rolling.
4-5 – A robed body reanimates when
situation, or die- the weaker of the two. disturbed. Draw a wizard. the tables it
2 – A battle! Draw one creature and 6 – 2d+6 coffins are here. Roll 1d
roll result. one fighter. for each coffin . . . on a 1, it is lands on. Or
3 – Draw two creatures and select the New Level occupied by an undead creature.
just look at the
stronger of the two. 1 – A slide leads down to the next Can you hear the moans?
4 – As above, but there are 1d3+1 of level of the labyrinth. It will be table and choose
the creature selected.
5 – Draw one creature.
challenging to climb back up.
2 – Stairs lead down one level.
a result you
Unoccupied 6 – Battling creatures! Draw two 3 – Winding stairs lead up one level. Corpse like!
Chamber creature cards. 4 – A shaft leads down 1d levels. 1 – A dead fighter; the corpse
1, 2 – A destroyed room. Roll 1d. 5 – A wooden ladder leads down has not been looted. Draw one
On a 1, draw a treasure card. one level; the rungs may not fighter card.
3 – A well. Roll 1d. Odd: it’s dry. be safe. 2 – As above, but it’s been looted.
4 – A treasure room. Draw 1d3+1 More Empty 6 – A spiral staircase leads one 3 – A dead creature. Draw one creature card.
level up and one down.
treasure cards for this room. Chambers 4 – A dead creature. It has one random
Draw the same number of 1, 2 – A cave-in. Terrain is rough, treasure.
creatures and place them in and any exits may be blocked. 5 – As 1, but draw two cards.
adjacent rooms (even those 3 – A shaft drops 20 feet to a pool 6 – A dead wizard. Draw a wizard
already explored). of lava. Roll 1d: on a 6, lava Wizard and roll a die. Odd: The corpse
5, 6 – A fire pit. Roll 1d. Odd: The erupts (treat as a molotail)! 1 – Draw one wizard; reduce hits has not been looted.
fire is lit. 4 – A shimmering magical gate in by 50%.
the floor leads to adventure . . . 2 – Draw one wizard.
elsewhere. 3 – Draw one wizard and one
Human Fighter 5, 6 – An underground stream. fighter.
1, 2 – Draw one human fighter. Roll 1d: on a 5-6, the water is 4 – Draw two wizards. Multiple Creatures
The fighter has taken 1d hits of poisoned. 5 – Draw one wizard and 1d3 orc 1 – Draw two creatures. The weaker
injury, and will be friendly if fighters (bodyguards). of the two is in the room. After
allowed. 6 – Draw one wizard. Give the 1d turns, the other enters.
3 – Draw one human fighter. They claim to wizard a 2d Powerstone and one 2-5 – Draw one creature card. Roll
be lost. Roll 1d: Odd, they will take any treasure. 1d3+1 to see how many of that
chance to steal treasure and flee. Even,
Trap creature type are in the room.
they are honest. For the nature of the trap, roll 3d 6 – Draw two creatures. The
4-6 – Draw one human fighter on the table on p. 73 of ITL. stronger of the two is in the
1, 2 – The door leading into the room. After 1d turns, three of
for each member of the party.
They are hostile. room is trapped. Only 2/IQ to Unfortunate Victim the weaker type enter.
detect. 1 – A local villager, guarded by a
3-5 – The trap is triggered by a spot trained creature . . . draw one
on the floor. 3/IQ to detect. creature card!
6 – The door leaving the room is 2 – A wizard, chained to the wall and
trapped. 4/IQ to detect! gagged. Friendly? Hostile? You choose.
3 – A captured merchant, guarded by three Hidden Exit
fighters. 1d chests are in the room; Roll 4/IQ to spot:
Nuisance Creatures for each one, roll 1d. Odd: draw a 1, 2 – A hidden door on one wall.
1 – A green slime. treasure card. 3 – Webs on the ceiling hide a
2 – 4d rats. 4-6 – Draw three fighters. The shaft and ladder.
3 – 1d foot-long scorpions. third is a corpse, just killed by 4, 5 – A hidden trap door on one
4 – 5d spiders. Active Room the first two. edge of the room leads to a
5 – 4d vampire bats. lower level.
Who is here? Hostile or friendly?
6 – 1 silver slime. 6 – A wall swings out to reveal a
It’s up to the GM!
1-hex treasure room. Roll on the
1 – A shrine. Treasure table above.
2 – A torture chamber. More Creatures
3 – A guardroom. 1 – A hurt creature. Draw one
4 – A laboratory. card and reduce its hits by 50%.
5 – A prison cell. 2 – Draw three creatures and
6 – A library. select the weakest.
3, 4 – Draw two creatures and
select the weaker. If the die fails to
5 – Draw one creature card; there
are 1d3 of them. land on a space, give
6 – Draw two creatures and select
the stronger.
the box a hearty shake
and look again!

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