100 Dungeon Entrances (C&C)

100 Dungeon Entrances (C&C)

100 Dungeon Entrances (C&C)Before exploring a dungeon, it needs to be entered, and this supplement has 100 different entrances that characters could use.

The entrances range from the hidden to the magical to those that are easy to find. Some can be used with ease; others are more difficult to enter.

To use the list, either roll d100 for a random result or select appropriate ones manually.

Here are some sample results:

66. Leading towards a hill is a cobbled road in a good state of repair. It doesn’t appear to have been used in a while (CL 3 Intelligence check), nor is anyone keeping it in its current state, with the maintenance believed to be magical in nature, and it leads to an arched entrance into the hill.

67. Located on a plain, miles from anywhere, is a perfectly rectangular shaft in the ground. The shaft is sturdy with edges that won’t crumble (CL 5 Dexterity check to climb) and leads deep into the ground. Those who travel down the shaft will come out into part of the dungeon, deep below the surface.

68. Moss partially covers the entrance to a cave within the hillside. The cave has a number of broken bones in it, suggesting (CL 2 Intelligence check) that it is, or was, a creature’s lair. The rear of the cave leads deeper into the hill, and then winds down into the depths.

Released: 3rd June 2023 Pages: 12

PDF ($1.49): DriveThruRPG

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