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.