Gristlegrim Mini-Dungeon : Khosht

1L

You find yourself in a featureless room 20 feet square with a random monster from the Random Monster Tables. (Use your browsers Back button to return here.) If you slay the monster, it will have a brass ring, and a door will shimmer into existence in one wall. There is no chance to call on Gristlegrim to save you from this monster..

If you win the fight, you may use the brass ring on the door that just shimmered into existence. Roll 1d10. Select the number you rolled: 1 2 3 4 5 6 7 8 9 If you roll a number that would take you to a room you have been in previously, then instead it takes you to the EXIT.. If you roll a zero or ten, repeat this paragraph, fighting another monster until you either die or make your escape.