TEXT: A Dungeon supplement for the use of The Deep Mines (v.1)
  Use of this supplement requires both The Deep Mines and Four Against Darkness, both written 
  by Jonnie Lawman and Andrea Sfiligoi. The Deep Mines may be downloaded from here:
  https://boardgamegeek.com/filepage/144899/deep-mines-supplement-4ad 
  Table of Tables
  Room Contents Table (p.1)
  Special Features Table (TDM)
  Traps Table (p.2)
  Special Events Table (TDM)
  Treasure Table (p.3)
  Random Spell Table (p.4)
  Magical Treasure Table (p.5)
  Hidden Treasure Complication Table (p.6)
  Wander Monster Table (p.6)
  Vermin Table (TDM)
  Minions Table (TDM)
  Boss Monster Table (TDM)
  Weird Monsters Table (TDM)
  Quest Table (TDM)
  Epic Rewards Table (TDM)
  *TDM: The Dark Mines
  Deep Mines Room Contents Table
  << If a Corridor 
  Roll D66 for 
  room. Then roll 
  2D6 on Room 
  Contents Table.
  If a Room >>
  Roll D6
  2
  (Locked*)
  
  Treasure Table
  Roll D6
  Treasure Table
  If survive, roll D6
  Treasure Table
  Roll D6 Traps
  Table
  3
  Roll D6 Traps
  Table
  If survive, roll D6
  Treasure Table
  Can Search
  Empty
  4
  Roll D6 Special
  EventsTable.
  Can Search
  Empty. Roll D6
  Special Features
  Table
  5
  Empty. Roll D6
  Special Features
  Table
  Can Search
  If win, roll D6 
  Treasure Table
  Roll D6 Vermin
  Table
  6
  Roll D6 Vermin
  Table
  If win, roll D6 
  Treasure Table
  If win, roll D6 
  Treasure Table
  Roll D6 Minions
  Table
  7
  Roll D6 Minions
  Table
  If win, roll D6 
  Treasure Table
  Can Search
  Empty
  8
  Roll D6 Minions
  Table
  If win, roll D6 
  Treasure Table
  Can Search
  (*Locked)
  Empty
  9
  (*Locked)
  Empty
  Can Search
  Can Search
  Empty
  10
  Roll D6 Weird
  Monster Table
  If win, roll D6 for 
  leveling up + D6 
  Treasure Table
  If win, roll D6 for 
  leveling up + D6 
  Treasure Table
  Roll D6 Boss
  Table
  11
  Roll D6 Boss
  Table
  If win, roll D6 for 
  leveling up + D6 
  Treasure Table
  Can Search
  Empty
  12
  Lair of
  Beholding**
  (Boss Table)
  If win, roll D6 for 
  leveling up + D6 
  Treasure Table
  *This door is locked. A rogue may lockpick it (it’s a level 3 lock). If there is no rogue, or if he 
  fails, the door can be bashed (see page 60 in the Four Against Darkness book), in which case 
  the door is treated as level 5. Remember that this might attract wandering monsters. 
  **The final boss is always beheld as the Evil Orb.
  Traps Table (D6)
  1.  Falling Ceiling: Party must save vs a Level 4 falling ceiling or suffer 1 point of damage.
  2.  Mud Hole: Each character must make a Level 4 save against a deep sticky mud hole or 
  suffer a -1 Defense roll on the first round of their next encounter. What is more, characters 
  affected may not flee from the next battle. Fireball may be cast on the Mud Hole the character
  is stuck in against a Level 4 roll (adding level if caster is a Wizard or Elf), if successful, these 
  setbacks are negated, as the mud has dried up, if fail, these effects are still negated, but the 
  hero stuck in the mud suffers 1 burn damage (2 damage if roll was a 1). 
  3. Silent Alarm: A silent alarm is triggered. Roll on the Minions table. These monsters will 
  appear as wondering monsters.
  4. Bear Trap: Bear Trap level 4 hitting the hero leading the marching order. 
  5. Trapped by an Alchemist: One random character triggers an explosive laid by a mad 
  Alchemist. They must make a Fire save and consult the Table:
  1- Suffer 2 points of damage, and all other heroes must roll to save themselves from being 
  caught in the blast. On a roll 1-3, that party member suffers 1 damage*. 4-6, they escape the 
  blast radius.
  2- Suffer 2 points of damage.
  3-4- Suffer 1 damage.
  
  5-6- clear the blast radius and suffer no damage.
  *Unless a Rogue attempted to disarm the trap, and failed, a Rogue may add his or her L 
  when attempting to outrun the blast radius. 
  6. Remnants of an Illusionist’s spell: In the recent past, Marcus, an Illusionist adventurer, 
  was here and cast an illusion spell on this room to help aid in his escape from Wandering 
  Monsters who were pursuing him. On a roll of D6, that many rooms/corridors have been 
  affected by this spell. In the next D6 rooms/corridors the party enter, before rolling the 
  contents table, the party must first make a Wandering Monster’s check on a D6 where 1-2* 
  count as the Wandering Monsters who were chasing Marcus. Players must resolve this 
  combat, first, before rolling the contents for that area. After the battle, roll contents as normal.
  *1-3, or greater, for the number of Rings of Power the party have. 
  Treasure Table (D6)
  0 or less, no treasure found.
  1 Minor Dwarven toy worth D6 gp back in the market.
  2 You have found an Elven weapon of lesser make. Roll D6:
  1-2: light hand weapon (slash)
  3-4: hand weapon (slashing)
  5:    Bow
  6:    Bow with 2D6 arrows*
  Each can be sold back at the market for 2D6 gp.
  * Each arrow sold gives an addition 1 gp of value.
  3 May find 1 scroll with a random spell on it or 1 two handed Dwarven War Axe worth 6D6 gp.
  4 Roll D6:
  1-3: You have found 2D6 x 5 of Elven Gold Pieces
  4-6: You have found fine Elven robes worth 2D6 x 5 gp’s (robes have no weight value).
  5 Roll D6:
  1-3: You have found 3D6 x 10 Dwarven Gold Pieces
  4-6: You have found the lost golden ring to a Dwarf Lord worth 3D6 x 10 gp’s of value*. This 
  ring is not magical.
  * Treat the ring as a weight of 5gps. 
  6 or better roll on Magic Treasure Table.
  
  Random Spell Table (D6)
  1. Floating Disc: This spell creates a horizontal platform the size of a small shield. It can 
  carry up to 200 gp worth of weight on it (or extra weapons). It cannot be created if monsters 
  are present. The disk always floats by the caster’s waist and automatically follows within six 
  feet. It can never be used to block an attack. Disc can only remain corporal for 1 hour]s time 
  (i.e. 6 rooms/corridors after being cast). When the duration ends, the floating disc disappears,
  suddenly dropping anything upon it. If carrying more than 100 gp worth of weight, roll a 
  wandering monster check at -1, as the loud crash of gold clanging to the ground will most 
  likely reach the ears of lurking Wandering Monsters and other persons of greed. Disk will also
  dissipate the moment caster is killed, also requiring the above Wandering Monster roll.
  2. Ventriloquism: When a Wandering Monster appears, before they attack, caster may cast 
  Ventriloquism against the level of the creature (adding level if cast by a magic user) if a 
  success is rolled, the band of Wondering Monsters are fooled by the trick and look for the 
  party in the opposite direction. 
  3. Shocking Grasp: If hit, will kill 3 Vermin, 2 Minions, or 1 life point off of a Boss Monster.
  4. Web: If casting is successful, D6 (+ L if Elf or Wizard) monsters are caught in sticky web 
  and must spend their next attack freeing themselves. If a 6 was rolled on the D6, when it 
  comes time for the monsters to make a moral check, they will make that moral at a minus 1, 
  as some of them have gotten re-stuck into the web when they tried to flee.
  5. Infravision: For the duration of 1 hour + the hero's level (6 rooms/corridors x L), the hero 
  can see in the dark without the use of a lantern. If hero is not a magic user (Wizard, Cleric, or 
  Elf), this will only last for 1 hour. When underground, Elves and Dwarves may add an 
  additional 30 minutes to this duration (3 extra rooms/corridors) to account for having 
  exceptional eyesight in such a location. 
  6. Polymorph Self: This spell gives the caster the physical form of any creature the same, or 
  less, level than his or her own. Polymorph does not change the caster's life points. Benefits 
  gained only lasts for 1 encounter/combat. Caster may only polymorph self into a 
  character/creature they currently can see*. If polymorphed into a monster, that monster will 
  still treat you as an enemy, however, you will temporarily gain the abilities of that monster; 
  however, the caster may never copy the number of attacks a monster has. Caster can also 
  polymorph into the class of another party member. If so, this hero gains any class abilities that
  hero’s class normally grants. Therefore, Polymorph can be cast on the caster to turn him or 
  herself into a Rogue for the purpose of disarming a trap, however, any items required to do 
  the feat, such as a lockpicking kit to open the door, must be already possessed by the 
  caster**. Narratively, the caster can not look identical to another character. He or she will still 
  have a face that very much resembles their own.
  
  *If the caster has encountered a monster more than 10 times, however, they can polymorph 
  themselves into that previously encountered monster.
  ** If cast into the form of another spell caster, the caster will not get any additional spells. For 
  example, if polymorphed into a cleric, the caster does not gain 3 Blessings or Healing spells, 
  but they can add L to attack undead.
  Magic Treasure Table (D6)
  1. Ring of Powerful: Three Rings to Rule them all. Roll a D6 to determine which Ring of 
  Power you have found (each ring may only be found once, a reroll is needed if rolled twice):
  1-2 Leveling: The bearer of this ring no longer applies a minus 1 to rolls when leveling up 
  after fighting 10 minions.
  3-4 Escaping: If the bearer of this ring is in the front of the marching order, any effects that 
  apply to this player may be negated to another player of choice.
  5-6 Power: Whenever the bearer of this ring rolls a natural 1, they may count it as an ordinary
  1 instead of an automatic fail.
  Each Ring of Power is haughtily sought by the enemy, therefore, whenever rolling a 
  Wandering Monster, always count an extra number as equaling a Wandering Monster. This 
  would mean that both rolling both a 1 and 2 would trigger a Wandering Monster table roll. 
  Such is the cost of great power. 
  2. The Helm of Mythrole: This ancient Dwarven helm hails from an ancient legend that every
  Dwarf in your party knows, and will laboriously tell it once found. Only Dwarves can wear this 
  helm, if they do, this helm will grant a +1 to their defense rolls against Boss Monsters and 
  Weird Monsters. This is in addition to any bonus granted by shields, armor, or anything else 
  granting a defense bonus. Surely, many an epic battle is in that Dwarf’s future...
  3. Gnome Alchemist Satchel: Inside the party will find D6 gp and 1 Potion.
  Potion: Roll D6: 
  1-3, the potion is a Potion of Speed: gain double attack rolls for 1 round, 
  4-6, the potion is a potion of Might: adds +2 to attack rolls for 1 round.
  4. Bruggo’s Missing Rope: How Bruggo “acquired” and then lost this rope of fine make is a 
  story told for another time, what is important to know is that this rope always allows its user a 
  +1 to any saves when this rope is in use. 
  5. Cape of Illusion: The magical properties of this cape can only be used 3 times. When 
  worn, the effects of being paralyzed, hypnotized, or mind controled are negated.  __ __ __
  6. Halfling Short Sword of Elven Make: Sword glows when in the presence of goblins, orcs,
  hobgoblins, or spiders, allowing the the bearer to add a +1 to attacks against these creatures. 
  May only be used by Halflings.
  Hidden Treasure Complication Table (D6)
  1-2 An Alarm goes off attracting wandering monsters. Roll Wandering Monsters table.
  
  3-5 A Poison Trap is triggered. The value of the trap is the same as the number rolled on 
  table (3-5). If you have a Rogue, he may try to disarm the trap. If he fails the trap hits him or 
  her. If no Rogue, then the trap targets a random character. If the save fails, in incurs one 
  health, if a 1 is rolled, then two life are taken.
  6 A Bugged Bear(D3 +1) protects this treasure. If party has a Barbarian, he or she may try to
  challenge the the annoyed hibernator to a stare down, rolling its level, if the Barbarian 
  succeeds, the Bear is no longer bugged and either falls back asleep or just wanders off, if not,
  or if the party has no Barbarian, all members receive one damage.
  Wandering Monster Table (D6)
  1. Roll on the Vermin Table
  2. Roll on the Minions Table
  3-4. Roll on the Minions Table. Add +1 to how many are encountered.
  5. Roll Weird Monster Table
  6. Roll Boss Monster Table. Reroll on a 6. An Eye Orb cannot be encountered as a 
  Wandering Monster.
  
SOURCE: textdata/thevault/Four Against Darkness (osr)/Adventures/Four Against Darkness The Deep Mines/Four Against Darkness The Deep Mines supplement.pdf