| 1d20 | encounters |
| 1 | An untouched 20lb block of cheese. |
| 2 | A hoard of tarnished silver coins. If the coins are touched, they reveal themselves to be a swarm of tiny coin-sized mimics. |
| 3 | A large pit, filled at the bottom with spikes and scorpions. A sign is just visible on one side of the pit. A party member being dangled by their feet, can detect that the sign is upside down and says "LEARN THE WORDS". |
| 4 | A small door about knee high sits inside this room. It is locked and cannot be unlocked without impressive skill. If one were to knock politely, a rat will answer the door dressed in a suit and top hat. He does not talk, but if given a piece of cheese, will close the door and return with 1gp per 1oz of cheese he is provided. |
| 5 | A colony of luminous mushrooms grows on the floor and walls. |
| 6 | This room seems to have at least 1 natural earthen wall. If closely examined, it appears to have a vein of coal. |
| 7 | The floor in this room is covered in shattered glass. It would be extremely dangerous to sleep here. |
| 8 | A room of rubble and trash. A keep eye will notice piled with the usless garbage is a paper fan in pristine condition. |
| 9 | There is a pit in the middle of this room. It is 20ft deep. There is nothing at the bottom. |
| 10 | A hole in the wall, about the height of human shoulders. There is something shiny on the deep end of the hole, however to reach that, you would have to reach inside, and it's deep enough to swallow your arm up he shoulder. If you reach inside, something bites you, causing 1d4 piercing damage. If you reach inside again, nothing bites you and you are free to take the shiny thing. It's a single goldpiece. |
| 11 | A room stacked with framed pictures with signifigant damage. These are surely no longer valueable, but most of them depict scenes of ships sailing on the sea. |
| 12 | 1d4 [Humans, Elves, Dwarves, Halflings] feel inexplicably uneasy here. |
| 13 | The air is damp in this room. The walls and floor are covered in a thick blanket of green moss. |
| 14 | An empty room with the message "ABANDON ALL HOPE" written on the wall in 1d4 [Dwarven, Elven, Common, Halfling]. |
| 15 | An armory with mostly rusted and unusable weapons, although there still appear to be 1d4 that may still be partially usable (-1). |
| 16 | The ground is loose. If the gravel here is disturbed, a living crawling hand jumps out of the hole and attacks. This living hand has been hoarding rings and jewelry in this tunnel. |
| 17 | A crack in the floor that constantly streams out a thin wisp of smoke. It smells of honey. |
| 18 | The tempurature in this room is significantly cooler. Could it be there is a draft coming from above? Or maybe deeper below. |
| 19 | A merchant (Avg HD of party +1) has set up shop here. He acts strange, as if he isn't in the bowels of deep dungeon. He is willing to sell most adventuring supplies for 2x their normal cost in the player's handbook. If the party leave the room, he will be gone. |
| 20 | A room with two levers on the wall. An observant adventurer may notice trapdoors in the ceiling above each lever. Adjacent to each lever are signs that read "Fame", "Fortune". If one is pulled, the other locks permanantly. If Fame is pulled, the trapdoor above the lever opens dumping caustic acid in a 5' square, save vs Death. If Fortune is pulled, the trapdoor above the lever opens dumping 1000 copper coins onto their victim's head dealing 1d4 damage. |