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.