This table is for your Adventure Rolls. You will roll 1d35 on this table once each day and follow the instructions for each location as you land on it. This table is for Adventurers of levels 1 through 10. All monsters on this table are worth 1 level and 10 gold coins.
Welcome to the Lair of JoDeth, the laboratory where many strange and dangerous things lurk in the darkness. Beware the foul creations, as they will attack friend and foe alike in their delirium and madness. These tortured souls forever wander the halls, looking for an escape that will only come with death. JoDeth himself churns out more and more of the creatures in the pursuit of creating the perfect monstrosity to aid Mortanus return. Due to incursions by the forces of Parcumon and his allies, traps have been laid with no concern for the well-being of JoDeths allies.
Who can survive for long in such a place?
- In the crevices of stone in what passes for a floor in this area, you see a small trace of green in the otherwise drab stones. Quickly investigating, you discover the green is actually a small four-bladed plant. After plucking it from the ground, you feel luckier. In fact, you feel lucky enough to evade the next trap you run into.
- While traveling down a darkened tunnel, your steps have led you deep into the lair of a misshapen bugbear! His attack roll is a 12! If defeated, he drops 1 treasure. If you have a shield, you cannot use it in this combat towards your combat bonus!
- TRAP! A purple ray shoots from the wall and hits your offhand, rendering it completely useless for shields, offhand weapons, or two-hand weapons until healed! Withering Disease!
- A blind zombie has your scent! His attack roll is a 5 and he counts as Undead! If defeated, he drops 1 treasure.
- Youre under attack by a drowned rat! Its attack roll is a 7! If defeated, it drops 1 treasure.
- TRAP! Ohnoes! Youve been hit with an inaccuracy poison! All your attack rolls will be at -3 until cured!
- You jump down into a shallow pit only to find yourself facing off with a Rock Lobster! Its attack roll is a 9! If defeated, it drops 1 treasure.
- You round a corner and bump into a barghest. He isnt happy to see you! Its attack roll is a 15! If defeated, it drops 1 treasure. If youre defeated, though, lose an extra level!
- A lost Blind Swordsman has lost his way. You help him find the nearest exit. Go up a level!
- Gnome Bazaar! Any gnomes may immediately roll twice on the treasure chart. Anyone other than a gnome must fight the champions of the bazaar! Phizodef the Strong attacks, his roll is a 9! If defeated, he drops 1 treasure and you can take on the next champion! Rhand Ominsan Tee the Generator attacks, his roll is a 14! If defeated, he drops 1 treasure and you can take on the next champion! VISE DER STOMPER ATTACKS! His attack roll is a 19! If defeated, he drops 1 treasure and you are immune to gnome attacks until the end of the game (treated as a gnome if you hit the bazaar again, and PVP gnomes cannot attack you unless you attack them)!
- Youve wandered into the grasp of a succubus! Her attack roll is a 14! If defeated, she drops 1 treasure. If she defeats YOU, then you happily give up any one item as a gift. If you have no items, then you pay her 5 gold coins per level.
- TRAP! A cut has festered on your finger, infecting you with a Lesser Impotency Disease. All rolls you make using a 1d6 will be at a -1 until cured.
- A poisonous toad has found you during your rest break! Its attack roll is a 6! If defeated, it drops 1 treasure.
- Youve found a quiet room, full of odd art. A quick appraisal tells you the only thing of worth is a sculpture of Katrinitu in the back worth 100 gold coins!
- A slightly angry kobold is following you! His attack roll is a 10! If defeated, he drops 1 treasure.
- A quiet calm flows through you as you pass under a white stone archway. A cloaked figure greets you with a nod and gestures towards an altar that is scarred with use and covered in dried blood. You instantly know youre in a Church to the Dread God Blackenoth. A donation of 20 gold coins will cause any player (including yourself) to automatically lose their next combat, regardless of their roll. This will take effect the day after it is activated.
- TRAP! Youve hit a level drain trap! You lose 1 level!
- Someone appears to have dropped a small bottle on the ground. You pick it up and quaff the sweet-smelling potion quickly. Any poisons, diseases, or movement penalties you have are cured!
- A dwarf zombie jumps in front of you, ready to fight! Its attack roll is a 12! If defeated, it drops 1 treasure.
- A small group of orcs surround you! It seems you've discovered the personal bodyguard of Parcumon, Orc Warchief. Evil Races roll 1d6 - On a 1-3, you must roll again on the movement chart and any traps you hit will have double effects, any beneficial rooms will be negated, and any monster faced will be at +3. Good Races roll 1d6 - On a 1 or 2, Parcumon is unhappy with your advancement and takes any one item from you. On a 3-6, Parcumon rewards your service with 1d6 => 6x10 gold.
- Youve attracted the attention of a turtle with no shell! Its attack roll is a 4! If defeated, it drops 1 treasure.
- TRAP! Youve been poisoned! Your attack rolls will be at -1 until cured.
- A hollow worm has trapped you in a dark room. Its attack roll is a 16! If defeated, it drops 1 treasure
- You narrowly escape a trap only to find yourself face to face with a simpleton! His attack roll is a 3! If defeated, he drops 1 treasure.
- Your senses are assaulted, just in time to save you from being ambushed by a vicious mind-eating ooze! Its attack roll is an 19! It defeated, it drops 1 treasure.
- The Nine-Tailed Goddess watches over the Shrine you have discovered. Katrinitu removes all poison, disease, and movement impairments from you. For a donation of 25 gold coins, she will protect you from the next level you would normally lose, as long as it is lost by a trap or by combat. This effect is wasted if a level is lost by other means.
- Youve stepped right into the path of a wildman! His attack roll is a 16! If defeated, he drops 1 treasure.
- A priest wearing a large purple hat welcomes you with a punch to the arm before guiding you through a courtyard that leads into what could only be described as a fitness center. This is no doubt the Church of Bajagon, God of Battle. For a donation of 30 gold coins, you may select any player (including yourself) and that player will automatically win their next combat regardless of the roll. This will take effect the day after it is activated.
- A crazed catnapper catches you by the arm! Her attack roll is a 13! If defeated, she drops 1 treasure.
- The Hand of Blackenoth is upon you! Good Races roll 1d6 - On a 1-3, you must roll again on the movement chart and any traps you hit will have double effects, any beneficial rooms will be negated, and any monster faced will be at +3. Evil Races roll 1d6 - On a 1 or 2, Blackenoth curses your pathetic soul, draining 1 level. On a 3-6, Blackenoth rewards your service with 1d6 => 1x10 gold.
- You've discovered a treasure room! Roll once on the treasure chart!
- TRAP! A Wishing Well Trap encourages you to spend 1d6 => 2x10 gold coins. Your wish, however, is not granted.
- A diminutive red-headed elf glares balefully at you, but guides you into a shack filled with bubbling potions and other strange accoutrements. She explains you are in the Church of JaGorgo and points at the donation
mechanism. For 30 gold, you can roll your movement for the next day twice and select the one you wish to use. Or you may target someone else and make them roll twice, letting YOU choose which they take - this will take effect the day after it is activated.
- You've found the Shrine of the Three Penguins: Delidgamus, Voragus and Liamus. While here, you are immune to any ill effects, shrines, attacks, or abilities. Also, any poisons or diseases will still remain, but do not take effect today. By donating 15 gold, you can be immune to traps for a single day. The Blessing of the Three Penguins can be stacked up to 4 days for 60 gold.
- TRAP! You've been hit by an amnesia trap! Reroll your CLASS!
If you fight a combat against a monster, roll 1d30 on the following table once for each treasure you gain!
1.+1 Sword, Main Hand Only. Zombiebane, additional +1 versus Undead.
2.+1 Sword.
3.+1 Wand, Main Hand Only, Ranged Weapon. Oozebane, additional +1 versus Oozes.
4.+1 Crossbow, Ranged Weapon, additional +1 against Flyers.
5.+1 Waraxe, Main Hand Only. Dwarvencraft, when used by dwarves, they can reroll their attack rolls, taking the second roll (even if it is lower).
6.+1 Wand, Ranged Weapon.
7.+2 Two-Handed Sword.
8.+1 Longbow, Ranged Weapon. Elvencraft, when used by elves, they can reroll their attack rolls, taking the second roll (even if it is lower).
9.+1 Hammer.
10.+1 Armor.
11.+2 Armor, Useable only by Clerics, Warriors, Paladins, and Death Knights.
12.+1 Shield.
13.+2 Shield, Useable only by Clerics, Warriors, Paladins, and Death Knights.
14.Potion of Skill, Gain One Level - Single Use Item
15.Potion of Cure Poison - Single Use Item
16.Potion of Cure Disease - Single Use Item
17.Potion of Battle, +1 Attack Roll - Single Use Item
18.Potion of Scorn, +2 Attack Roll - Single Use Item
19.Ring of Battle, +1 to Attack Rolls
20.Amulet of Battle, +1 to Attack Rolls
21.+1 Dagger
22.+1 Dagger of Assassination, additional +1 when wielded by Assassins.
23.+2 Two-Handed Axe of Wrath, additional +1 when wielded by Paladins.
24.+1 Doohicky of the Thingamajig. Gnomecraft, when used by gnomes, they can reroll their attack rolls, taking the second roll (even if it is lower). (This is a weapon for either hand.)
25.+1 Flail. Demoncraft, when used by demons, they can reroll their attack rolls, taking the second roll (even if it is lower).
26.+2 Two-Handed Doubleaxe. Orcrafted, when used by orcs, they can reroll their attack rolls, taking the second roll (even if it is lower).
27.+1 Hammer. Deathcraft, when used by undead, they can reroll their attack rolls, taking the second roll (even if it is lower).
28.+1 Shield. Humancraft, when used by humans, they can reroll their attack rolls, taking the second roll (even if it is lower).
29.+1 Dagger. Additional +1 when wielded in offhand as a dual-wielded set.
30.Ring of Luck, +1 to 1d6 rolls (max 6, does not affect movement)
Please note there have been some changes to the Adventure Table!