Roll d4+d8 for each stage of a connecting tunnel to determine its character. The d4 result by itself determines an "elemental modifier":
- Earthy: Dirt or Rock Debris (slows pace) or Blockage (must be dug out.)
- Watery: Leakage (slippery, slows pace) or Flooded. Water source is safe to drink on 5+ (1d6.)
- Airy: Gusty (torches burn half as long) or Windy Ledge along canyon (fall on 5+ if moving at full speed.)
- Fiery: Lit (glowing fungus) or blocked by Magma Pool.
The d4 result is also added to the d8 result and used with the following table:
|1||Ruined Tunnel, blocked by horror (Earthy = purple worm, Watery = sea serpent, Airy = invisible stalker, Fiery = efreet.) Deduct -1 from any further tunnel rolls.|
|2||Collapsed/Blocked Tunnel. Can be cleared (change to result 3, below.)|
|3||Ruined Tunnel w/ debris and chance of cave-in (6+ on 1d6, one roll per day.) Fiery tunnels are Scorching (running or armored characters roll 5+ on 1d6 every hour or lose 1 hit. -1 if running in armor.)|
|4-5||Ruined w/ debris, no cave-in chance unless digging.|
|6-8||Abandoned Tunnel, possibly being reclaimed.|
|9-10||In Good Condition. Earthy = mine cart/tracks, Watery = barge/canal.|
|11||As for Good Condition, above, but Airy has a one-way sail-driven wagon.|
|12||Good Condition and Patrolled. Earthy patrols are a mining race; assign others as desired.|
|13+||Magical or High-Tech version of Good Condition (steam-powered train system or steamship, balloon able to travel either direction, or electric vehicle.) Add +1 to any further tunnel rolls.|
Of course, some of the results above are only possible with modifiers to the roll. Subtract 1 for a cursed or evil area, or for every 10 full levels deep. Add 1 for blessed/sacred areas. Results of 1 or less, or 13+, modify rolls for the next stage of a tunnel, as well as for the destination or any tunnel connected to the destination.