Loggy's Adventure Sites reverse engineering notes
I can't where the success percentage actually matters.
After each step, if the commander is dead or has changed province (via the Inferno trap), stop.
50% chance for traps
10% chance AND NOT (1/entries) chance: if successful, roll loot
50% chance for another trap
50% chance AND NOT (1/entries) chance for loot
10% chance for traps
50% chance for assassination
If the unit survived and isn't banished to inferno, it gains 20 xp and all the gold it got is added to the treasury.
Traps
Loot
As with traps, roll until one succeeds or 10000 attempts were made.
1/12 (At least 1 prior entry) 1d(350 * number of entries) gold, exploding
2/12 (At least 1 prior entry) Magic item, construction 0
1/12 (At least 3 prior entries) Magic item, construction 2
1/12 (At least 5 prior entries) Magic item, construction 4
1/12 (At least 7 prior entries) Magic item, construction 6
1/12 (At least 9 prior entries) Magic item, construction 8
5/12 (Any number of entries) 1d50+ gold
Assassinations
The Forgotten City has special rules here.
Others
Note that each percentage chance is rolled independently in the order indicated. The first successful roll is taken and the remainder skipped.
25% for 1d6+ Shadow Soldier#675
25% for 1 Ghost#566
25% for 1 Shade#676
Guaranteed for 1d25+ Longdead#195
The Forgotten City
5% chance for a random doom horror
Otherwise, equal chances for lesser or greater horrors (with the usual lesser horror multiplicity)