Caves can be used by intelligent beings and animals, who may leave things behind, and may have geographic features of their own.
This supplement has 100 different ways of dressing a cave. They can be used as background colour or potential adventure hooks.
To use the list, either roll d100 for a random result or select appropriate ones manually.
Here are some sample results:
42. Footprints from something too large to get into the cave or fit once inside are driven into the ground.
43. Fumes are seeping up through cracks in the floor, though they are dispersing before they get too concentrated (if the fumes are prevented from dispersing, they will become toxic in 2d6+2 turns; treat as burnt othur fumes).
44. Gold glimmers reflect from the walls if a light source is used. Protruding from them are clusters of what appear to be gold, but which a knowledgeable eye (DC 10 Knowledge (dungeoneering) check) can identify as iron pyrite, or fool’s gold.
Released: 22nd June 2024 Pages: 9
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