Dwarven halls can sometimes fall to their enemies, of which there are many.
This supplement has 100 things that can be used to describe the after-effects of such a fall.
To use the list, either roll d100 for a random result or select appropriate ones manually.
Here are some sample results:
39. Grinding noises come from a barely-functional mechanical device in the room. A spout leads from it and a slow drip of water is falling into a channel (a CL 5 Intelligence check will result in more water flowing from the spout for 2d4+2 hours, before the machine breaks fully).
40. Heaped in the middle of the floor is a large pile of dwarven skulls.
41. In the ceiling is a circular opening with a device set inside it that used to spin, but which has now jammed (a CL 4 Intelligence check shows it is broken beyond repair).
Released: 1st February 2025 Pages: 9
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