Catacombs:
Passageway leads into a catacomb. The entrance will have a 10-100% chance (roll 1-D10 x10) of having safeguards to keep trespassers out.
If there are safeguards, roll on the following chart to see what they will be (G.M.: You can also make up what you want for this):
%Roll: Safeguards set: Notes:
01-15: Animated Guard: Animated creature guarding entrance.
16-30: Creature Guards: Two creatures will guard this entrance. They will be the most
powerful of 10 encounter checks, and will be rolled from the
setting being traveled.
31-44: Pit: A massive pit around entrance, prohibiting any to walk up to door
and simply enter.
45-58: Sealed: This entrance will be sealed up with stone and brick to make it
look like part of the dungeon. To discover this, one must make a
successful avoidance-roll vs. "Awareness" at 10% chance (rounded
down). The G.M. will roll these secretly for the players.
59-72: Secret Entrance: A secret entrance will hide the entrance.
73-86: Trap: Roll up a trap, using the chart, "Traps, Random determination of:",
in the T Section of the Basic Rules Book.
87-00: Warding Runes: These runes will forbid entranced unless expelled.