Search
Whenever you enter a new chamber at a POI, you may choose to spend a punct to search. Searching reveals any potential threats and valuables.
Roll 2d6s to search:
2d6 | In Use | Occupied | Abandoned |
---|---|---|---|
2 | treasure | ||
3 | treasure | ||
4 | |||
5 | |||
6 | nothing | ||
7 | |||
8-9 | nothing | nothing | nothing |
10-12 | nothing | treasure |
special?
Trap
If the roll is trap sprung, roll a d66 to determine the trap. For detailed explanations of each trap type, see Appendix A.
d66 | Trap | Save |
---|---|---|
11-12 | Missile: darts | FORT |
13-14 | Missile: spears | FORT |
15-16 | Missile: arrows | FORT |
21-22 | Pit: sewage pond | REFL |
23 | Pit: toxic waste pond | REFL |
24-25 | Pit: burning tar pond | REFL |
26 | Pit: spikes | REFL |
31-33 | Collapse: floor collapsing | |
34-36 | Collapse: ceiling collapsing | |
41-42 | Magical: fireball | WILL |
43-44 | Magical: electric shock | WILL |
45-46 | Magical: magic missile | WILL |
51-53 | Block: on exit blocked | |
54-55 | Block: two exits blocked | |
56 | Block: all exits blocked | |
61 | Flooding: sewage | |
62-63 | Flooding: water | |
64-65 | Gas | |
66 | Cave-in | FORT |
Den
If your search result is a den: occupied it means the monster is present in its den. Monsters at their den are usually hostile. Roll for the monster hiding in that chamber:
d66 | |
---|---|
11-12 | Bear |
13-14 | Coyote |
15-16 | Crow |
21-22 | Eagle |
23-24 | Fox |
25-26 | Hound |
31-32 | Hyena |
33-34 | Jaguar |
35-36 | Leopoard |
41-42 | Lion |
43-44 | Lynx |
45-46 | Panther |
51-52 | Rat |
53-54 | Serpent |
55-56 | Snake |
61-62 | Tiger |
63-64 | Vulture |
65-66 | Wolf |
Object
If you roll a an object, roll a d66 and refer to the related column in the POI Objects table.
Furnishing
When searching a chamber, you may find a container. Determine the container type by rolling a d6, and then roll another d6 to determine the access status.
d6 | Container | Status | Description |
---|---|---|---|
1 | Shelf | Open | freely available for looting. |
2 | Cabinet | Stuck | must be forced open by a STR check. |
3 | Barrel | Blocked | blocked by an object. (spend 1 additional punct) |
4 | Chest | Trapped | must be disarmed for access. |
5 | Crate | Locked | must be picked. |
6 | Trunk | Sealed | must receive magic damage to break the seal. |
Once you determine the container details, you may choose to loot it.
Secret Door
After searching the chamber, you might stumble upon a secret door. Secret doors are openings to a chamber which cannot be located on the map otherwise. First, roll a d6 to determine the secret door location in the chamber.
d6 | Location |
---|---|
1 | Floor (trapdoor) |
2 | Left |
3 | Right |
4 | Front |
5 | Back |
6 | Ceiling (trapdoor) |
Then, to determine the specifics of the secret door, roll a d66 and refer to the Secret Doors table.
If the secret door has inscriptions or symbols, only Pariah characters can understand their meanings without further effort. Other characters must spend an additional punct to decipher the inscriptions. This requires a successful INT check.
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