A system-neutral, table-driven, subterranean labyrinth full of hazards and surreal creatures.
How to use: Read through the options here and either pick ones you know you want, or (better) roll for them. Determine your boss ahead of time if you’re using one. A boss isn’t strictly necessary. Neither is an exit.
Other tips
Roll here first to determine what the room type ahead will be. Then roll the number of exits, if indicated.
d8 | Subterranean Chambers | Exits |
---|---|---|
1 | NPC Encounter | 1d4 |
2 | Dead End | 0 |
3 | Hazard | 1d4 |
4 | Safe Place | 1d4 |
5 | Fabulous Treasure | 1d4 |
6 | Enemy Encounter | 1d4 |
7 | Boss Encounter or Adventure Site | 1 |
8 | Exit or Roll Again | 1 |
If you like, roll for some additional room features to add flavor.
d66 | 10 | 20 | 30 | 40 | 50 | 60 |
---|---|---|---|---|---|---|
1 | Stalactites | Stalagmites | Curtains | Shallow pool | Running water | Cave paintings |
2 | Fossils | Collapsed rocks | Chimney | Columns | Rimstone dam | Helicites |
3 | Cave pearls | Flowstone | Gypsum flowers | Epsomite snow | Gypsum crust | Cave popcorn |
4 | Soda straws | Calcite raft | Dogtooth spar | Deep pool | Sinkhole | Bridge |
5 | Overlook | Animal tunnel | Tracks | Old campsite | Refuse | Mineral deposit |
6 | Ore seam | Preshistoric bones | Ancient carvings | Ruin | Bioluminescent organisms | Spent mine shaft |
Feel free to roll in each column to mix and match the characteristics.
d6 | NPC Encounters | Has | Wants |
---|---|---|---|
1 | Mine scouting party | Knowledge of nearby tunnels | Ore, gems, money |
2 | Lost traveler | Little of value | To know the way home |
3 | Smuggler | Illicit goods | Interesting trinkets, money |
4 | Undertunnel resident | Alchemical reagents, interesting trinkets, knowledge of nearby tunnels | Solitude, interesting rocks, mosses, mushrooms |
5 | Deepgoblin Merchant | Interesting trinkets, overpriced tunnel gear | Money, locations of treasure caches |
6 | Group of spies or thugs on a mission | Orders, gear, weapons | To leave the tunnels, to find their objective |
(1) The passageway here grows narrower and narrower, eventually blocking further progress forward. | (3) You feel your way through the jagged contours of this chamber, but there are no openings here except the one by which you entered. |
---|---|
(2) A yawning chasm opens before you. You cannot sense where the bottom is, nor can you tell whether there is any passage beyond it. | (4) After following a curving path that rises perceptibly, you find yourself having doubled back, and you can see the path you were on beneath you. |
Roll 1d4 whenever the party encounters a dead end. Dead ends usually only cost time (and therefore time-based resources), but can occasionally harbor enemies, NPCs, or other features. Feel free to roll again to see what else is here.