Skip to main content

Strange Encounters: The Ghost Cave

I'll be posting snippets of my DM notes from various campaigns past and present that I think will be useful for anyone to copy and paste into their campaign for their players to explore.

The Ghost Cave

Water seeps down through countless layers of minerals, gathering up a nutrient rich slurry and depositing itself into the ghost cave. There it feeds strange subterranean grasses, and attracts some of the strangest and most deadly creatures of the underdark.

The Ghost Cave is 4 miles long, between 8 and 80 feet wide at parts. It has dozens of entrances and exits.

πŸ‘ Green Liquid rivulets drip down the cave wall.
πŸ‘ A stream, running with glowing algea.
πŸ‘ƒπŸ» Round-up, Miracle Grow, Manure.
πŸ‘‚πŸ»White noise of babbling brook and its echoes
πŸ‘ *A field of glowing, translucent grass in greens and purples. *
πŸ–πŸ» It shrinks to your touch, darkening a trail in the cave.
πŸ• Regrows after 20 minutes.
🎲 After 1d4-1 miles of travel - dark trails in the glowing grass.
     ➡️ Roll on the encounter table - The creature will leave a dark trail through the growing grass.

Notable Exits
1/2 way through the cave - A tunnel with a bright light, and a light breeze -  The Hag’s Lair 
Almost to the end - The stream runs out of a cave into a waterfall -  The Falls 

1d4 - Creature Encounter Table
1- Banderhob 
2 - Flail Snail 
3 - Catoblepas 
4 - Vargouile

Comments

Popular posts from this blog

Glog-ish Spells

I'm working on a DIY D&D system right now. It's a mash up of every neat thing I've found on the internet while reading OSR blogs over the last few months. Honestly its a kludge and needs to be trimmed back, however, I think a few of the things I've come up with are worth keeping. The system steals the GLOG magic system pretty much whole-sale, but gives you double the magic dice and has a different spell list (see below). Some of these spells get a bit algebraic, sometimes using multiple variables to represent multiple costs for one spell. I also use a 'hold' mechanic in these spells that represents maintaining a magical effect by putting a number of dice aside, outside of your dice pool without spending them. When your concentration is broken or you end the effect of your own will, you roll the dice to see if you maintain the magic dice. Glog Arcane Spells Summon Animal - Summon [dice] HD worth of natural beasts Charm Person -  Increase one p

Braving the Wilds : Part 2

Braving the Wilds : Part 2 - Player Actions See Part 1 for just how we got here. I wanted to create a system that provided a menu of options for wilderness exploration that provide difficult choices and would thematically replicate the iconic fantasy journey… but for this to work, we need two things. A wilderness to explore, and a set of actions the players can use to explore it.  On Adventure Paths Often exploration happens in-between the adventure hook and the goal. The players hear of a dungeon full of treasure and resolutions to their plot hooks. They travel to the dungeon to forward their goals, and they come back to town to see the resolution of those goals. The wilderness in between is a hinderance at best.  If you are running this ‘adventure path’ style of gameplay then this is more than sufficient. Maybe you add some flavorful description to give the players some feeling of what they wilderness is traveling through is like, but you certainly don’t want to was

Secret Santicorn 2019 - Herber's Expedition

I made an adventure for my OSR Secret Santa... Get it here... Background and Overview The Expedition The expedition of Captain Herber left Puerto Aragues on the first day of November. They were never seen or heard from again. The expedition’s goal was to assault the small mountain town of Jacare and take control of the lucrative coffee plantation that the locals had created. The company of 40 men, calling themselves Herber’s Harbingers loaded up horse drawn wagons with supplies, including an irresponsible amount of guns, powder, and small canons. The expedition also brought along Father Santiago, a Catholic priest, in charge of converting the survivors of the assault to Christianity. With manifest destiny and the promise of plunder, Herber’s Harbingers set off through the jungle to reach Jacare. Captured Unaware of the Halflings path through the jungle Canopy, the expedition looked for a route to Jacare along the forest floor. The danger of traveling in th