220px-Fingal's Cave, Staffa (18thC)
The dungeon is full of strange features, odd creatures, and unexpected discoveries. Roll on the table below and follow the instructions.

Special FeaturesEdit

Roll Feature
1 Dungeon Engineer: The monster group with the most loot hires an engineer to add a unique feature to their home. Add a room to their realm and name it whatever you wish. The group loses 1 White-round-md.
2 The Artifact: An artifact has been created. The artifact begins in the castle. Any adventuring group or excursion starting at the castle will take the artifact with it. Use a coin or unique bead to represent the artifact. It acts as a unit of loot; however, any group that possesses it gains +1 to all conflict rolls. Don’t forget to name your artifact. If an adventuring group or excursion gets back out of the dungeon with the artifact, they deposit it back at the castle.
3 Great Statue: In a room near where the die landed, a unique statue has been created or discovered. Draw a star to denote its location and give it a unique name.
4 Temple of Evil: An evil cult has founded a temple in the dungeon. The temple acts as a new monster group. In a room near where the die landed, place 1 Black-round-md and 1 White-round-md. Each turn, the temple will send missionaries to the nearest group with no shrine. If the group is chaotic or hungry, draw an evil shrine in its territory and add 1 Black-round-md and 1 White-round-md to the Temple. If the group is lawful, roll a conflict between it and the Temple. If the temple wins, the group becomes chaotic, otherwise the temple loses 1 Black-round-md. Monster groups with a shrine conflict with +1 to the roll.
5 Shrine of Law: In a room near where the die landed, a shrine of law has been founded. Lawful adventuring groups that find the shrine may replace 1 Black-round-md that they have lost in previous encounters in the dungeon.
6 Natural Cavern: Near the location where the die landed, create a new natural cavern. Roll on the Natural Cavern table to determine its contents.
7 Crypt: The monster group with the largest population digs a crypt for a great king of its race. The crypt should be a fancy new room, 1 bead in size. If the group has loot, they move 1 White-round-md to the crypt. This White-round-md no longer counts as loot for the monster group. Also, mark the crypt with an “X” to show that it is a tomb.
8 Oubliette: The monster group with the largest combined population and loot digs an oubliette. This is a shaft about 1 half finger long with a small room at the bottom. Put 1 Black-round-md in the room. This bead conflicts as if it were a wandering monster, but never encounters the group that dug the oubliette.
9 Dimensional Gate: A gate has opened to another dimension! In a room near where the die landed, draw a dimensional gate. 2 Black-round-md enter the dungeon through the gate. These Black-round-md fight as wandering monsters.
10 Disaster! Roll a disaster on the Great Disaster table. Every monster group affected by the disaster (i.e. a natural cave or volcanic pipe moves through their region) loses 1 Black-round-md. If the dungeon is very crowded, add a new strata to the dungeon first, transferring everything from the current strata up to the new strata. If you really like your current dungeon and think a disaster will just make a mess of it, ignore this result and roll again.
11 Haunting: In an empty room near where the die fell, place 3 Black-round-md and 1 White-round-md. These are unquiet dead guarding the treasures they owned in life. Undead fight as wandering monsters, but do not otherwise move or act.
12 Make up your own!