Table: 1d10 Dungeon Ambience
It Came from a Hole In the Earth
The rough-hewn passage plunges deep into the darkness ahead. From within its depths, though yet unglimpsed, black eyes glare balefully back.
These ominous incidents can be introduced at any time to add ambience and flavor to a dungeon crawl. At the game master's discretion, roll 1d10 and use the table below to determine what event occurs.
- A low, mournful wail, carried by a soft gust of icy wind, falls on the party's ears.
- Slime coats the floor, squishing sickly beneath the party’s feet and emitting vulgar belching sounds with each step (make a wandering monster check).
- A dry crunching—like that of bones between strong teeth—echoes from somewhere in the blackness ahead.
- The dripping of water into a shallow pool—infrequent enough to almost forget, but persistent enough to grate the nerves—sounds from some indeterminable source.
- Large swathes of lichen dot the stony walls, giving off a faint blue glow and casting strange shadows that seem to move of their own volition.
- Indistinct whispers circle the party's heads like the flutter of wings, then cease as abruptly as they began.
- Soft notes, plucked from a distant harp, float through the stale air; a feminine voice sings in a language unknown.
- The stink of sulfur comes on a single gust of hot air, burning the nose and bringing tears to the eyes.
- The next time the party encounters a trap, a disembodied voice hisses: “Wait!” in an attempt to warn them of the danger.
- A mighty gust of wind extinguishes all flame-based illumination.
More random tables are on their way. Want to see something in particular? Let me know!