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!