Crypt:    

Passageway leading into a Crypt.

Use the Crypt setting for the region you are currently in.

 

The entrance will have some form of safeguard set to keep trespassers out (discretion of the Game Master).

Roll on the following chart to see what it will be (or just make one up yourself):
%Roll: Safeguard types: Notes:
01-17:   Dead Guard:       Dead class creature guards this entrance. Roll on the chart, "Dead Creatures,
Random

                                          determination of:" in the D Section of the Basic Rules Book.

 

18-34:   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.

 

35-51:   Secret Entrance: A secret entrance will hides the entrance.
52-68:   Trap:                   Roll up a trap, using the chart, "Traps, Random determination of:", in the T Section of

                                          the Basic Rules Book.

 

69-84:   Undead Guard:  An Undead creature guards this entrance. Roll on the undead chart in the Tomb setting

                                         of the region you are in to determination the undead guarding the entrance of this tomb.

 

85-00:   Warding Runes: These runes will forbid entranced unless expelled