Tomb:
Passageway leads into a tomb. 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: 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 tomb.
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.