22-24: Cavern
d10, d10, d100!
List of locations can be found HERE.
Smells of sulfur.
Damp and moldy.
Half-filled with brackish water.
Cold winds sweep through it.
Thousands of shattered bones fill its every niche and crevasse.
Edible mushrooms grow inside.
Dimly illuminated by glowing crystals.
Walls covered with moss.
Smoke billows from its depths.
Roots hang from the ceiling.
What if the mushrooms from option 6 grow on corpses of unfortunate travelers that expired inside the cave?
No inhabitants.
1d4 Unmen, sick.
Shoals of small, blind, albino fish.
A huge spider.
Only the dead.
Swarms of tiny arthropods.
1d10 Starved Husks.
Souls of the dead, wanting to be left alone.
1d4 humans, afraid of something.
Monstrous lord/lady of the surrounding land.
Roll 1d100 - the bigger the result, the larger the cave complex.
On doubles:
Quickly turns into a vertical shaft (see sinkhole).
It may lead deeper but all passages are too narrow to explore.
Labyrinthine.
It’s just one enormous grotto.
An ancient tunnel connects it with another cavern.
Demonic corruption.
Has 1d6+1 distinct sections, with different traits and inhabitants.
Leads to a huge, legendary dungeon complex.
Leads to the Inner World.
00. Hides a tomb of a deity.



