"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal

Sunday, August 18, 2024

Caves and Caverns (1982)

From the web:

A book to help a DM/campaign judge to quickly generate and populate a fantasy cave/cavern/burrow. It contains tables that can be used to randomly generate attributes such as:

- Cave type, terrain, size, number of entrances
- Features: underground rivers, lakes, vaults, geothermals
- Occupants: number, type, hit dice, abilities and so on

The majority of the book is comprised of cave layouts that are mapped using Judges Guild's Campaign Hexagon System.

Part of Judges Guild's generic "Universal Fantasy Supplement" line for any fantasy RPG - though clearly targeted at D&D/AD&D.

Each map will easily become a mini-adventure for any party that contains at least 16 levels of characters, which include magic-users and clerics, or dwarves. 48 caves and caverns with nine pages of charts and guidelines using the City State Campaign Hexagon System. Random cave and dungeon generation tables are also included.
 

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