Exploring cave system near Gatherhold
Tunnel sneaks down in turns and inclines; branches and connects to caves, underground river and chasms.Roll 1d10 & 1d4, every stretch of corridor is 1d3 x 50 yards:
7 chamber, 1-2 other exits; encounter | |
4 level stretch; 1-2 arcs left, 3 right, 4 ahead | 8 hard climb to 1d2 exits 20 ft up/down |
5 split into two; 1-2 up, 3-4 down | 9 ends in flowing stream to other area |
6 steep incline; 1-3 down; 4 up; climb 15 (10 w/equipment) or fall 1d6 damage | 10 1 dead end; 2-3 perception 15 finds tight squeeze; 4 hidden doorway |
Every 3 rolls on the table above, roll for encounters. Each time you roll 7 or 8, pick a new creature from the list. Entries 7 start unfriendly, entries 8 start neutral. Skill checks are athletics / acrobatics to avoid hilarious flailing, falling, noise, random encounter checks, and ending up as nom for the local eldritch aberrations.
1 slippery (wet or pebbles) - Dex 10 or
fall, 1d3 nonlethal; Dex 15 & 1d6 lethal on incline
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5 fast flowing stream; athl 15 to cross safely;
10+ slip 1d3nonlethal, soaked <10 swept away to other room; 2d6dmg
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2 low ceiling - medium sized creatures
roll acrobatics 15 to progress. <11: stuck, same roll or 1d3 dmg to tear
free
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6 pool of water; 1-3 clear, 3: small animals
4-5 bones, violet fungus 6 clear, odd taste - bowel cramps con 13 -
1d4 dmg, poisoned 1 hour
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3 narrow ledge alongside pit; acrob 13
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7 as 1-6, Darkmantle/Dolgrim/Dolgaunt
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4 chasm, 10xd10ft deep & 1d3x5 feet wide; jump or climb to cross.
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8 as 1-6, Colony Spider/Nothic/Myconid/Xorn
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