Dungeons tend to have floors and, whilst some of these floors may be important, others are just scenery.
This supplement contains descriptions for 100 different floors that a GameMaster can use to enliven a dungeon. Some of the floors are potentially dangerous, others are potentially puzzling. They can be used to enliven a dungeon’s description or, in some cases, a source of potential adventure hooks.
To use the list, either roll d100 for a random result or select appropriate ones manually.
The supplement is also available in a system neutral version. You do not need both versions.
Here are some sample results:
40. The floor is made from an iridescent substance that reflects different colours depending on how it is viewed. This can be identified (with a DC 10 Knowledge (nature) check) as being nacre, or mother of pearl. Normally, such a large expanse of such would be comprised of many small, individual tiles, but this appears (DC 10 Perception) to be a single large sheet.
41. Some of the flagstones of the floor form a circular pattern in the centre of the room, a fan of tapered stones about 4’ long, narrow at the centre where they meet a circular flag and wider at the edges. These stones lower into a spiral staircase when a hidden trigger is found (DC 20 Perception check to find).
42. There are regularly-spaced rectangles of worked stone in the floor, each about 7’ long by 4’ wide. The rectangles are covered in sigils and sound slightly hollow when they are walked on (DC 5 Perception to notice), for they are the lids of sarcophagi (removing a lid requires a DC 20 Strength check; the GM should decide what’s inside, from remains to treasure to annoyed undead).
Released: 6th February 2021 Pages: 12
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