Boss Rooms — When a 6 is present, this indicates a boss area. If more than one 6 is rolled, keep the 6 that is “furthest in” to the dungeon, and re-roll any other 6’s until another number comes up.
Area Type
| 1 | Empty | 4 | NPC |
| 2 | Hazard/Obstacle/Trap | 5 | Item/Treasure Room |
| 3 | Foe/Monster/Combat | 6 | Special Room/Boss |
Foe/Monster/Combat — A basic dungeon encounter chart. Replace any monster with one that fits your narrative. For OSR conversion: HD→d6; d6–d8 damage→d6; d4→d6/d; d10–d12→d6/a. Descending AC 7–9 = Light, 4–6 = Medium, 0–3 = Heavy. Ascending AC +1–3 = Light, +4–+6 = Medium, +7+ = Heavy.
| 2d6 | Foe | Num | 2d6 | Foe | Num |
|---|---|---|---|---|---|
| 2 | Black Legion Champion with Mercenaries | — | 8 | Steppe Jackals | 2d6 |
| 3 | Ghoul | d6 | 9 | Raptor Lizard | 1 or 2 (1–3 or 4–6) |
| 4 | Skeleton Warrior | 2d6 | 10 | Giant Snake | 1 |
| 5 | Beastmen or Kuyu | 2d6 | 11 | Mercenaries | 2d6 |
| 6 | Giant Spider | d6 | 12 | Eukarya | 1 |
| 7 | Wolves | d6 |
NPC — Roll a d6 to determine the NPC encountered.
| 1 | Treasure Seeker | 3 | Scavenger | 5 | Historian |
| 2 | Monk/Mystic | 4 | Soldier/Mercenary | 6 | Guide/Scout/Expert |
Hazard/Obstacle/Trap — Traps are set off on a 1–3 on d6 when entering/passing through their area.
| 2d6 | Hazard | Effect |
|---|---|---|
| 2 | Collapsing Tunnel | AGI check 8+ to avoid or suffer d6 damage from falling debris |
| 3 | Blood Moss Chamber | Lose 2 HP passing through as the moss drains blood; must be burned to pass safely |
| 4 | False Floor | AGI check 8+ to detect/avoid or fall for d6 damage |
| 5 | Spiked Pit | AGI check 8+ to avoid or fall in for 2d6 impaling damage |
| 6 | Weak Bridge | 1 in 3 chance the bridge collapses, fall d6×10 feet for that many d6 damage |
| 7 | Choking Dust | TOU check 8+ or suffer disadvantage on all actions until a rest period |
| 8 | Tripwire Alarm | 1–3 on d6 chance to alert nearby enemies |
| 9 | Falling Rock Trap | AGI check 8+ to avoid or take 2d6 blunt force damage |
| 10 | Deep Chasm | Navigating around or over requires AGI check 8+; failure means a fall with variable consequences |
| 11 | Flooded Passage | Requires TOU check 8+ to swim through without losing equipment or taking d6 damage |
| 12 | Crumbling Cliff/Wall | AGI check 8+ to navigate without causing a landslide/cave-in for 2d6 damage or falling d6×10 feet |