Exploring cave system near GatherholdTunnel 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
5 fast flowing stream; athl 15 to cross safely; 10+ slip 1d3nonlethal, soaked <10 swept away to other room; 2d6dmg
2 low ceiling - medium sized creatures roll acrobatics 15 to progress. <11: stuck, same roll or 1d3 dmg to tear free
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
3 narrow ledge alongside pit; acrob 13
7 as 1-6, Darkmantle/Dolgrim/Dolgaunt
4 chasm, 10xd10ft deep & 1d3x5 feet wide; jump or climb to cross.
8 as 1-6, Colony Spider/Nothic/Myconid/Xorn