The Ruins of Zeteh Zandana - Level 2B: Wandering Monsters
The Ruins of Zeteh Zandana - Level 2B: Wandering Monsters
Wandering Monsters
(check every 2 turns 1 in 6
chance)
1 Beetle, Oil
1d6
2 Carrion Crawler 1
3 Centipedes, Giant 1d6
4 Ghouls
1d4
5 Goblins
2d4
6 Gray Ooze
1
7 Green Slime
1
8 Hobgoblin & 1d10 Goblins
9 Hobgoblins
1d6
10 Kobolds
2d6
11 Lemures
1d3
12 NPC Party
1
13 Orcs
1d10
14 Orcs
1d10
15 Rat, Giant
1d6
16 Shadow
1
17 Spider, Black Widow
1
18 Wererat
1d4
19 Zombies
1d6
20 Zombies
1d6
Dungeon Restock (1d6)
1. Monster
2. Monster & Treasure
3-6 Empty (1 in 6 chance of
hidden treasure)
If monster is rolled, roll on
wandering monster
chart. If NPC party is rolled,
roll on Level 2
wandering monster chart.
Notes
A. This hallway reduces all light sources to 10. It also teleports anyone walking north back 20without the person
noticing. Unless there is someone standing down near the southern end of the corridor, this will go unnoticed for
quite a while.
B. These stairs go to level 3X
C. This hidden room teleports anyone entering it to 2D Room 1.
D. Chasm: This large gash stretches far down. If a wandering monster is called for while in area 27-29 use the
following chart.
Chasm Wandering Monsters: Roll 2d6
2
Dragon*
1
3
Centipedes, Giant
1d6
4
Darkmantle
1
5
Howlerbats
2d4
6
Gargoyle
1d4
7
Harpy
1d4+1
8
Giant Bats
1d6
9
Spider, Black Widow 1
10
Stirge
1d8
11
Blast Spore
1
12
Manticore
1
*There are several dragons that make use of the chasm: a Huge Red, 2 Large Greens, and a Small Black.
E. Only one door may ever be opened at a time. When anyone in the room opens a door and exits there is a 50/50
chance theyll enter either room 20 or 22.