Hex fiend armory location series#Tricks & Traps: Finally, this series of tables offer a comprehensive system for generating unique and interesting traps and trick devices. If the party is engaged in prospecting, these tables are especially useful for generating the actual output of mine, encounters with claim jumpers and the like. Mines: With these tables, the DM can detail both active and abandoned mines as well as their inhabitants. Given the type of passage, direction and special features can be generated to further detail both large and small subterranean complexes. Mausoleum, along with any treasures and guardians within.Ĭaverns: These tables are most useful for underworld exploration. Graves & Tombs: With these tables the DM can generate anything from a single grave up to a royal Ruins: This page provides tables useful to the DM when detailing both underworld and wilderness ruins. They are not intended to be a complete 'dungeon generator', but to supplement those tables found in OSRIC.Įncounters in the Dungeon: These random encounter tables are sorted according to level and including monsters from OSRIC, Monsters of Myth and this volume. The quality of the air was mostly very tolerable though foetid zones were now and then met with, while one great cavern of stalactites and stalagmites afforded a depressing dampness.ĭungeon & Cavern Mapping Symbols: These stylized symbols are based on the classic TSR module map sets and are an ideal reference for making your own 'old-school'-style maps.ĭungeons: These general tables are intended to help detail features of random or purpose-built dungeons. Once in a while he heard some secret being of darkness patter or flap out of his way, and on just one occasion he half glimpsed a great, bleached thing that set him trembling. Very little human construction, it was plain, had gone into this part of the tunnel though occasionally a sinister cartouche or hieroglyphic on the wall, or a blocked-up lateral passageway, would remind Zamacona that this was in truth the aeon-forgotten high-road to a primal and unbelievable world of living things.įor three days, as best he could reckon, Pánfilo de Zamacona scrambled down, up, along, and around, but always predominately downward, through this dark region of palaeogean night. At times it narrowed almost to a slit or grew so low that stooping and even crawling were necessary, while at other times it broadened out into sizeable caves or chains of caves. The passage seemed only partly artificial, and decorations were limited to occasional cartouches with shocking bas-reliefs.įollowing an enormous descent, whose steepness at times produced an acute danger of slipping and tobogganing, the passage became exceedingly uncertain in its direction and variable in its contour. The carvings must have been loathsome and terrible indeed… After some distance the tunnel began to dip abruptly, and irregular natural rock appeared on all sides. The passage, slightly taller and wider than the aperture, was for many yards a level tunnel of Cyclopean masonry, with heavily worn flagstones under foot, and grotesquely carved granite and sandstone blocks in sides and ceiling. Zamacona felt no immediate premonition of evil upon entering that ominous doorway, though from the first he was surrounded by a bizarre and unwholesome atmosphere.
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