[Home] [Dungeon Bash Blog]
[Online Intro] [Art Gallery] [Pictures]
[Web-Enhancements] [House Rules]
[Downloads] [Reviews and Links]
[Frequently Asked Questions]
[Message Board]
[Official Product Page]
[Official Expansions Product Page]
[Dungeon Bash at RPGNow.com]

DB House Rule:
Event Table
by Bruce Paris

Whenever a party opens the door to a Tiny, Small or Large Room (other than a Quest Room), the DM should roll 1d100. If the result is 1-30, then an Event occurs. Roll again on the table below. If the roll is 31-00, then roll on the Standard Room Encounter Tables.

1d100

Description Of Event

1

You come across a deserted room with a table which appears to have once been a preparation bench for a wizard or sorcerer. On the bench are dozens of old, cracked beakers and little cylindrical glass tubes. DM: Get players to all make Search checks (DC 17+APL). If anyone succeeds, read the following: You see amongst the rubbish a little glass vial with some purple liquid in it. The vial does not appear to be broken. DM: Get any player with ranks in Knowledge (alchemy) to do a check (DC 13+APL). He/she will discover that this vial is a Potion Of Party’s Choice (worth 3000gp or Less).

2

In the corner of this room all you discover are some heaped pile of old rags and other bric-a-brac. DM: A Search check (DC 15+APL) will reveal: In amongst the old rags you find an unbroken beaker, filled with a clear liquid of some kind. DM: Get any player with ranks in Knowledge (alchemy) to do a check (DC 12+APL). He/she will discover that this vial is a Potion Of Party’s Choice (worth 2000gp or Less).

3-6

This room is appears absolutely empty. DM: Get all the players to make a Search check (DC 14+APL). Allow Elves and Dwarves to add +2 to their checks. If they succeed, read the following: You find a small, hidden recess in the northern wall (head height) approximately 6 inches x 6 inches. It pivots inwards and inside you find a little blue cushion with a vial of green liquid. DM: Get any player with ranks in Knowledge (alchemy) to do a check (DC 11+APL). He/she will discover that this vial is a Potion Of Party’s Choice (worth 1000gp or Less).

7-8

Lying on the floor of the room you’ve just walked into is the skeletal body of a long deceased old man (or woman). DM: Get all players to make Search checks (DC 13+APL). If they make it, read the following: It seems this person died before he/she had the chance to drink the vial of red liquid which is clutched tightly in his/her hand and resting near his/her lips. DM: Get any player with ranks in Knowledge (alchemy) to do a check (DC 10+APL). He/she will discover that this vial is a Potion Of Party’s Choice (worth 750gp or Less).

9-10

In this room is a shelf with various bottles of home-grown herbs and alchemetical remedies. DM: Get players to all make Search checks (DC 12+APL). If anyone succeeds, read the following: One bottle on this shelf takes your eye in particular. It is filled with a syrupy liquid which appears to shift color as you observe it … DM: Get any player with ranks in Knowledge (alchemy) to do a check (DC 9+APL). He/she will discover that this vial is a Potion Of Party’s Choice (worth 300gp or Less).

11-12

In a quiet corner of this room is an open chest, It appears stuffed with various odds and ends – none of it of any real value. DM: Get players to all make Search checks (DC 8+APL. If anyone succeeds, read the following: Just before you are about to walk away, you see a beaker of brown liquid tucked down the side of the chest. The liquid looks pretty foul, and has bits of animal hair floating around inside of it. DM: Get any player with ranks in Knowledge (alchemy) to do a check (DC 15). He/she will discover that this vial is a Potion Of Party’s Choice (worth 250gp or Less). See page 230 of the DMG.

13

This room has some delightful furnishings :

·          a nice rug (Appraise DC 8+APL, 25gp x APL)

·          a mahogany table (Appraise DC 16+APL, 75gp x APL)

·          four polished chairs (Appraise DC 16+APL, 25gp x APL each)

·          a comfortable couch (Appraise DC 11+APL, 36gp x APL)

·          a chest of drawers – 3 drawer (Appraise DC 10+APL, 43gp x APL)

DM: A Search check (DC 18+APL) of the chest of drawers will reveal that one of them has a false bottom, and inside is a scroll case. Get any player with ranks in Knowledge (arcana) to do a check (DC 13+APL). He/she will discover that this houses an Arcane Scroll Of Party’s Choice (worth 3,000gp or Less).

14

This room appears to be an abandoned temple, once dedicated to a very wealthy god. DM: A Search check (DC 18+APL) of the altar will reveal that it has a secret door, and inside is a scroll case. Get any player with ranks in Spellcraft to do a check (DC 13+APL). He/she will discover that this houses a Divine Scroll Of Party’s Choice (worth 3,000gp or Less).

15

This room is littered with garbage, though it doesn’t smell too badly. DM: Get all players to make Search checks (DC 15+APL). If they make it, read the following: You might have easily just left this room, but in the rubbish you spot a little velvet pouch. Inside the pouch is a scroll case with orange speckle designs. Get any player with ranks in Knowledge (arcana) to do a check (DC 12+APL). He/she will discover that this houses an Arcane Scroll Of Party’s Choice (worth 2,000gp or Less).

16

This room is filled with lots of old wooden crates. Most are large, and empty …DM: Get all players to make Search checks (DC 15+APL). If they make it, read the following: But one crate isn’t empty. Inside a smaller box is a scroll case. Get any player with ranks in Spellcraft to do a check (DC 12+APL). He/she will discover that this houses a Divine Scroll Of Party’s Choice (worth 2,000gp or Less).

17-18

This room is very interesting. All around the walls are niches and slots. Most of them are either empty, or are filled with broken shards and pieces of things long forgotten …DM: Get all players to make Search checks (DC 13+APL). If they make it, read the following: However, one of the niches has a small metal box – still sitting, unbroken in it’s place. Inside, is a smoky-colored scroll case. Get any player with ranks in Knowledge (arcana) to do a check (DC 11+APL). He/she will discover that this houses an Arcane Scroll Of Party’s Choice (worth 1,000gp or Less).

19-20

This room is pretty much empty except for a few medium-sized rocks …DM: Get all players to make Search checks (DC 13+APL). If they make it, read the following: However, underneath one of the rocks you find the decayed body of a young elf. In her tunic pocket you find a beautiful scroll case. Get any player with ranks in Spellcraft to do a check (DC 11+APL). He/she will discover that this houses a Divine Scroll Of Party’s Choice (worth 1,000gp or Less).

21-22

This room appears to have once been used for religious ceremonies of some kind …DM : A Knowledge (religion) check will reveal: Beory. DM: Get all players to make Search checks (DC 12+APL). If they make it, read the following: Underneath the altar, in a hidden alcove, you find a very old scroll case. Get any player with ranks in Spellcraft to do a check (DC 10+APL). He/she will discover that this houses a Divine Scroll Of Party’s Choice (worth 400gp or Less).

23-24

This chamber was clearly once used as a gathering place for warriors and wizards before they went into battle. There are many murals depicting such on the walls, but nothing else of interest …DM: Get all players to make Search checks (DC 12+APL). If they make it, read the following: Although, after a further inspection, you find a secret hidey-hole behind one of the murals, and inside is a peppermint-colored scroll case. Get any player with ranks in Knowledge (arcana) to do a check (DC 10+APL). He/she will discover that this houses an Arcane Scroll Of Party’s Choice (worth 400gp or Less).

25-26

This chamber was the site of a ferocious battle between creatures of the dungeon and another adventuring party. There’s not much of any worth on their corpses, as they’re mostly rotted away. DM: Get all players to make Search checks (DC 10+APL). If they make it, read the following: On the body of what was once clearly the party wizard, you find a weathered scroll case. Get any player with ranks in Knowledge (arcana) to do a check (DC 8+APL). He/she will discover that this houses an Arcane Scroll Of Party’s Choice (worth 150gp or Less).

27-28

This chamber was the site of a ferocious battle between creatures of the dungeon and another adventuring party. There’s not much of any worth on their corpses, as they’re mostly rotted away. DM: Get all players to make Search checks (DC 10+APL). If they make it, read the following: On the body of what was once clearly the party cleric, you find a weathered scroll case. Get any player with ranks in Spellcraft to do a check (DC 8+APL). He/she will discover that this houses a Divine Scroll Of Party’s Choice (worth 150gp or Less).

29-30

You almost didn’t notice it, but over in the corner of the room is a cave cougar. It appears sick, frail, and frightened. It looks as if it has been wounded in a fight. DM: A PC needs to make a Wild Empathy check (DC 15) to even get close enough to this animal to help it. A failed attempt means the cougar leaps up, howls, and bolts from the room. Event over.  If the check succeeds, the cougar calms down and lets the PC who made the check examine her. Have the PC make a Heal check (DC 10) to notice all the wounds, and figure out a way to heal the cougar. Now the PC can make another Heal check DC 10+APL in order to clean up the wounds and stitch where necessary.  The cougar will purr and clearly thank the helpful PC. Any PC who helped (make successful checks) should be rewarded with 30xp x APL.

31-32

In the southern corner of this room is a huge 30ft high idol. It is made of bronze, and is grinning broadly holding a short sword in one hand and a dagger in the other. What is interesting is that in place of its eyes … are two precious gems! You can’t quite make out what they are from here, but the statue is certainly climbable. DM: A PC needs to climb this statue. Only one PC can climb at a time. The PC who climbs up must first make a Climb check (DC 10+APL) to get to the top.  Then, he/she needs to make a Strength check (DC 8+APL) to prize each gem from the idol’s head. Then, he/she must climb down (DC 10+APL). The use of a rope in climbing lowers the DC by –2 in each case. Any failed climb check means the PC falls and takes 1d6+APL hit points damage. Once down, the PC can Appraise the gems (DC 10+APL). They are both bloodstones – worth 25gp x APL each (they are worth 0gp if check fails!). If the same PC makes all of the checks in this event successfully, then he/she receives 30xp x APL. The check cannot be retried this turn.

33-34

You’ve come across a narrow bridge which spans a deep chasm. The bridge leads to a dungeon room you’d very much like to explore. In front of the bridge is a sign which reads: “Those who put their faith in the god of Luck, shall be rewarded.” The bridge is nothing more than a 50ft long plank spanning an abyss. It is only 1 foot wide! DM: Each PC must cross the bridge (and make their Balance check) in order to receive the Reward Of The God of Luck. Each PC must cross unaided (no rope, hand-holding, etc). Those who have help (and fall) still take damage and get teleported to the other side (and fail). Those who walk bravely must make a Balance check (DC 6+APL). Those who fall take 1d6 x APL points of damage (no Save) and get teleported to the other side (and fail). Those who succeed receive the Reward Of Istus: 30xp x APL. The task cannot be retried this turn.

35-36

In this room you meet a swashbuckler type of adventurer who has clearly beaten you to what appears to be a chest filled with treasure. The chest is alluring and you may consider the options …DM: The swashbuckler is a Level 10 Human Fighter, so most PC’s would be stupid to take him on (INT check DC 10). Diplomacy means little to fighter-types. The idea here is for the PCs to try to either:

1. Fight. In which case the party get 30xp x APL and a roll on the Level-appropriate Treasure List. OR

2. Bluff the swashbuckler into thinking that the treasure is worthless and that he should leave it and go seek greater wealth elsewhere (Bluff check DC 10+APL); OR

3. Intimidate (DC 10+APL) him into giving the party the treasure else they will attack him (and they are better than him).

One PC can try to Bluff, and one PC can try to Intimidate (if the Bluff fails). The first to succeed gets 30xp x APL and a personal roll on the Level-appropriate Treasure List. Failure means that the fellow laughs and leaves with the chest.

37-38

Before you can enter the next area of the dungeon, you need to climb down a rock face which is laced with jagged, sharpened, shards of metal. It has clearly been designed to fend off intruders (and those who like to use rope to climb). There is a way of climbing up, but it will be dangerous. DM: Each PC must climb down this rock face. An INT check (DC 10) will determine that using rope is out of the question as the jagged outcrops will cut it. Have each PC in turn make one Climb check DC 6+APL.  Those who succeed get to the bottom and get 20xp reward each. Those who fail, fall. Falling damage is 1d6 x APL (no Save). This is because the rock face is higher up at higher APLs. The rock-face leads to an empty room.

39-40

On a shelf in this room, you have discovered a number of interesting books. The most interesting appears to be a diary of someone who lived and used this part of the dungeon once-upon-a-time. To bring it back to the City Library would enhance your reputation. But first, you have to decipher the ancient script in which this is written … DM: Any PC with ranks in Decipher Script can try to read this diary (DC 12+APL). A successful attempt (and only one per PC is allowed) rewards the player with 30xp x APL and allows the player to add 1 miscellaneous Rank to a Knowledge skill they already possess (their choice).

41-42

The path leading to the room you wish to get to is divided by an underground lake. On the lake’s edge, you see an old man with a grizzled beard, standing in a shallow-bottom boat. “It will cost each of you 100gps x APL to cross this lake!”, he shouts, “Pay up, or go back where you came from!” DM: Now, some PC’s might just pay the money and cross. That’s ok. Others will want to haggle the price to a lower amount – or even travel for free! Have those who wish to haggle make Diplomacy checks. Those who get (DC 19+APL) travel for free! Those who get (DC 17+APL) travel for 20gps x APL only. Those who get (DC 15+APL) travel for 40gps x APL only. Those who get (DC 13+APL) travel for 60gps x APL. Those who get (DC 10+APL) get a slight discount at 80gps x APL. Anything less is full price.  As a further reward, anyone making DC 19+APL on their roll also receives a 30xp x APL bonus for developing excellent Diplomacy skills! Any PC who can’t pay the toll must work for the boatman for 4 TU and pay 100xp x APL in experience!

43-44

Oh no! As you walk into this room you hear …“Click …!” And it is clear that you have activated a trap! Poisonous gas starts pouring out of the room, but you’ll all be OK if one of you can just find the device which operates the gas, and shut it off! DM: Ok, two things have to happen here. Everybody gets to make a Search check (DC 8+APL) in order to find the switch to turn off the gas. If it is found, then somebody with ranks in Disable Device needs to step up and work out a way to switch it off (DC 8+APL). If this succeeds, the person who disabled the trap gets 30xp x APL and nobody is hurt. If all this fails, then the gas blows through, but everybody is left feeling sickened until the end of the adventure (Fort Save DC 10+APL negates).

 

There are 4 orcs up ahead in this room. They look pretty tough. Rather than just fight them, you may want to find another way past. Now, a little way back, you passed an empty room with some beds, cupboards, clothes and other things belonging to orcs. Maybe if you were Disguised as orcs, you can get past them without a fight! DM: The base Disguise DC to get past these orcs is 10+APL. Players add +2 to their roll if they speak the orc’s language; and also get positives if they have spells such as alter or change self. Those who succeed getting past without battle, receive 30xp x APL. But as soon as someone is sprung, the orcs will attack (the PCs do NOT receive experience if they battle the orcs).

    Orcs (4) Barbarian Level 1 x APL: Statistics can be found in the Encounter Booklet under Orc, Barbarian.

45-46

To get to the room you want to go to, there appears to be a problem. Recently, an earth tremor has caused part of the entrance to this chamber to cave in, only leaving a small gap to squeeze through. The gap has jagged pieces of rock on the edge, but through the gap you can see a Treasure Chest, so one of you, surely, is good enough to get through? DM: Squeezing through the gap requires an Escape Artist check DC 10+APL. If someone fails to get through, they can try again, but take 2 x APL damage each time they fail. If anyone makes it through first try, he/she receives a 50xp reward. And the first person to actually squeeze through the crack gets to roll for some Treasure on the Level-appropriate table.

47-48

You come across what seems to be a friendly, but stoic group of adventurers much like yourselves. They have finished exploring for today, and are heading out. Although you are going to different parts of the complex, you realize that some paths are similar, and that some knowledge about those paths might be advantageous. DM:  This is an opportunity for every PC to try to Gather Information (DC 10+APL). A successful roll means that the PC receives a piece of knowledge about what is ahead. This gives the lucky PC a chance to add +6 to any dice roll once. The use of the +6 must be announced before the dice roll is made. Each PC may only try to Gather Information once. If this event is rolled again during this adventure, then PCs may try again (and maybe gain more lucky rolls).  All unused lucky rolls expire as soon as the character completes the current adventure (eg. returns to Home Base).

49-50

You enter a room where there was clearly a previous battle. The bodies of 5 adventurers of varying professions lie dead on the ground. How they died appears to be a mystery, though it would be helpful to know, just in case you ever ran into the same creature … DM: Only by examining the bodies and making a successful Heal check (DC 13+APL) will reveal that they were killed by an extraplanar creature. A Knowledge (the planes) check (DC 10+APL) will determine that these spikes are from a creature called a [DM inserts the name of an extraplanar creature – eg. a devil or demon]. The first person to make the successful Heal check, and then the first person to make their Knowledge (the planes) check each get 30xp x APL. It may be the same person, and both stack!

51-52

“Clank, clank, clank, clank, clank!!!” One of you has just been very clumsy and knocked over a whole empty suit of armor on display in the room you are in! This will bring the dungeon guard for sure! But wait … there are piles of rubbish in this room under which you could hide …

DM : The PC’s can fight the guard when he arrives (but the fight does not count towards experience points). Those who cleverly Hide must make Hide checks versus the creature guardian’s Spot check, or the guard will discover them and attack.

    Dungeon Guard (1) : Roll on a Dungeon Encounter Table at APL +2 (re-roll NPCs and Traps).

Those who hide successfully receive 30xp x APL for being good hiders.

53-54

You knew it might happen at some point, though you hoped it wouldn’t … You’re lost. Somebody needs to find you a way out of this maze … DM: The answer is simple. Anybody with ranks in Survival can make a single check (DC 10+APL). The first person to succeed receives 30xp x APL for being an excellent navigator. If no check succeeds, then the party eventually find their way out – but each take 1d4 x APL points of damage due to bumps, grinds, and falls in finding the way out (Fort Save DC 10+APL negates).

55-56

The way forward into the room has become blocked by a pit of some kind. Down the bottom of the pit are some nasty spikes. The pit goes down a long way, and is 20 feet across. The walls of the pit are smooth. It seems that once at least one person is across, there might be somewhere to tie a rope to get everyone else across safely – but first, someone has to either Jump across, or Climb down and up the other side …DM: Pretty straightforward. The Jump check is DC 10+APL. The Climb check is DC 10+APL. Anyone who falls takes 1d6 x APL damage on the spikes at the bottom of the pit. Even if someone was lowered down into the pit on a rope, they still have to Climb up the other side. The first person to do either strategy, without falling and taking damage, gains 30xp x APL for bravery. Note, if somebody uses a Potion Of Levitation or some other means which lacks heroism, they don’t get the XP – though they do get across.

57-58

On the door leading to the current room, there are some mysterious Arcane Symbols … DM: If anyone in the party has ranks in Knowledge (arcana), then he/she can make a check (DC 10+APL) to realize that the symbols on the door are a warning that this room is cursed. Such Knowledge will prevent the players from entering the room. Otherwise, they enter and fall victim to a Curse which causes everyone to make every dice roll at –1 for the rest of the dungeon part of this adventure (Will Save DC 10+APL negates). The person who succeeds in their Knowledge (arcana) check receives 30xp x APL as a bonus for being so learned about such things.

59-60

You come across some interesting architectural structures of ancient origin … DM: If anyone in the party has ranks in Knowledge (architecture or engineering), then get them to make a check (DC 10+APL). Those who make the check, read:

“These structures date back to the ancient culture of the Ur-Flan mages. You spend a moment cataloguing what you find, and noting their location. The information will be of interest to the Engineers And Architect’s Guild of the City”.

The player who succeeded in the check gets a 30xp x APL reward.

61-62

You come across some interesting murals on a wall. The murals depict a series of ceremonies linked with the culture and geographic region in which this dungeon is located …DM: If anyone has ranks in Knowledge (geography), get them to make a check (DC 10+APL). If they succeed, read the following : “You realize that this ceremony is part of a ritual still conducted in many towns and villages of The Flanaess. It seems that you have found a missing “cultural link”, and such information should be delivered promptly to the Geographer’s and Cartographer’s Guild in the City”.  The player who succeeded in the check gets a 30xp x APL reward.

63-64

You enter a room which has a beautiful, but moldy, tapestry draped across one large wall of the entire room. The tapestry depicts a battle of some kind fought a long time ago … DM: If anyone has Knowledge (history), get them to make a check (DC 10+APL). If they succeed, read the following: “The tapestry depicts the final battle between the evil Vecna and his enemies, which took place over two thousand years ago. The information about how the battle was fought (and lost by Vecna) will be of interest to the Historian’s Guild of the City”. The player who succeeded in the check gets a 30xp x APL reward.

65-66

DM: Ask if anybody in the party has ranks in Knowledge (local). If not, then this event ends now. If yes, then ask that person(s) to make a Knowledge (local) check (DC 10+APL). If they succeed, then that/those PC/s gains an insight into the construction of this complex and the creatures who reside herein.  This knowledge will give that/those PC/s +1 on all dice rolls from now on, until the party leaves the dungeon.

67-68

An underground stream running through this complex appears to have an interesting feature - it has some rare varieties of fish which none of you have seen anywhere else in the land … DM: If anyone has ranks in Knowledge (nature), get them to make a check (DC 10+APL). If they succeed, read the following: “It’s good you looked closer, because one of these fish you recognize as being the “Xixtha Fish” – a fish which, when kissed on the lips whilst alive, brings good luck to those who do this then release it. Anybody who tries to catch a Xixtha Fish must make a DEX check (DC 8+APL) – yes, they’re fast. If caught, kissed, and released, that PC will be immune to all Ability Draining effects for the rest of this adventure. Every PC can try to catch the fish once only (as long as it has been successfully identified).

69-70

You appear to have entered a very old temple of some kind, one which perhaps dates back over two thousand years. Inside the temple are pews for a congregation, an altar, and quite a few icons made of pure gold and other precious materials … DM: An Appraise check (DC 10+APL) will reveal these items (4 of them) are worth, all together, about 200gp x APL! DM: A Knowledge (religion) check (DC 10+APL) will determine that the icons belong to a cult who worships Incabulos, god of disease and sickness. To take (or steal) these relics will bring a curse upon the party. If anyone takes an icon, that person suffers a wasting curse of Incabulos (-4 to all attacks and damage rolls) until the end of this adventure. If they survive, then good luck to them in selling the goods and getting the money!

71-72

Whilst traversing a dungeon overpass, your party hears what sounds like a conversation going on from somewhere beneath you. The speakers are on lower levels, but their voices are carrying upwards. The voices are in common … DM: Have all the players make a Listen check (DC 10+APL).  Those players who succeed hear a conversation between dungeon guards about the kinds of creatures in this dungeon. All those players who succeeded in their Listen check, gain a +1 to their Initiative rolls for the rest of the adventure set in the dungeon. This +1 stacks with other initiative bonuses.

73-74

You spy some hobgoblins in a passageway nearby (but not in your room). If you can sneak past them, you might avoid an unnecessary melee … DM: There are 4 hobgoblins. Each PC can sneak past them with a Move Silently check Vs. Hobgoblin Listen check (collective best). As soon as someone fails their check, the Hobgoblins attack. Those who succeeded get 30xp x APL, regardless, for being skilful sneakers!

    Hobgoblins (4) Encounter Level 1 x APL: See Encounter Booklet. Melee does not give any experience points.

75-76

Collectively, you have all scoured the room you are in and found a secret panel. However, upon opening it, you find another door which is intricately locked. You just know there’s gotta be some great treasure behind this door! DM: Opening the door requires an Open Lock check (DC 13+APL) from any players who have ranks in this skill. Only one attempt per PC is allowed, and the PC who opens it first gets 30xp x APL. Inside, is quite a bit of treasure, and the party can roll THREE times on the Level-appropriate Table (instead of the usual once) on this occasion!

77-78

The aura in this room is, evil, oppressive, and sickening … DM: All players must make a Fortitude Save DC 10+APL, or lose 1d4 temporary Strength points for the remainder of the dungeon leg of this adventure …

79-80

The aura in this room is evil, oppressive, and weakening … DM: All players must make a Fortitude Save DC 10+APL or lose 1d4 temporary Dexterity points for the remainder of the dungeon leg of this adventure.

81-82

You come across a restorative stream which cures everybody afflicted with temporary ability draining. Yeh!

 

83-84

You all come across what appears to be a clear, underwater stream. As you are all very thirsty, you all take a drink … But it turns out to be bad water, and you all get severe cramps in your bellies … DM: Everybody makes a Fortitude Save DC 10+APL. Those who fail their saves take 1d6 x APL points of damage.

85-86

You’ve been down in this dank dungeon for far too long! Tempers are fraying, and nerves are jangled. Even those who are natural leaders appear to be losing their grip on reality … DM: Get everyone to make a Will Save DC 10+APL. Those who fail lose 1d4 points of temporary Charisma for the remainder of the dungeon leg of this adventure.

87-88

The depressing nature of this dungeon, and the terrible creatures within, are causing you all to experience severe nightmares … DM: Get everyone to make a Will Save DC 10+APL. Those who fail lose 1d4 points of temporary Wisdom for the remainder of the dungeon leg of this adventure.

89-90

It appears you have crawled through a passageway coated in naturally occurring “anti-magic dust”. This means that in the next Dungeon Encounter where an enemy attacks, nobody in your party will be able to use any spells, or magic items (including spell-like abilities). Of course, magic weapons can still be used (they will just be Normal weapons for this time). By the time the next Encounter passes, the dust will have been effectively dissipated and things will return to normal.

91-92

A naturally occurring gas encountered in this part of the complex has made all the members of your party with Strength scores of 14 and over feel nauseated and slowed. In the next Dungeon Encounter where an enemy attacks, all PC’s with Strength 14+ will be under the effect of a Slow spell (as outlined in the PHB). By the time this Encounter passes, the nausea will have been effectively controlled and things will return to normal.

93-94

You all come across what appears to be a clear, underwater stream. As you are all very thirsty, you all take a drink … Any PC who currently has lower than normal hit points find themselves instantly restored to full health! Nice!

95-96

You have strangely stumbled upon a patch of Celestial Ether. This ether gives all of you half your normal amount of hit points as bonus points. Even those of you on full hit points, find yourselves with bonus points. Once these bonus points are used, they are gone forever (unless this event is rolled again).

97-98

You have stumbled across a patch of Celestial Maelstrom. In the next Dungeon Encounter where an enemy attacks, any character trying to cast spells, or attack via melee, must first make a Balance check (DC 8+APL), or fall prone. Ranged weapon attacks are OK, but are at –4 to hit (due to the maelstrom). The maelstrom passes after the next encounter.

99-00

The depressing nature of this dungeon, and the terrible creatures within, are causing you all to experience unsettling visions … DM: Get everyone to make a Will Save DC 10+APL. Those who fail lose 1d4 points of temporary Intelligence for the remainder of the dungeon leg of this adventure.

 [back to House Rules]

 

All original material is © 2005 by The Other Game Company and Stefan Pietraszak unless stated otherwise. Read the Open Game License here.