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12 March 2025
DM Ben wants a more creative cavern escape for his home game campaign instead of the prewritten one offered by D&D Beyond (in the module they’re playing). Let’s see what home-brewed gem he can create for the great escape!
At this point, the players will have completed their rescue attempts and mission intelligence gathering below in the cavern. The Acquisitions Incorporated free 5e Module on D&D Beyond is excellent, but for this chapter, it instructs the players to simply retrace their steps to exit the fissure. Snooze city.
Besides being a bit of a storytelling dud, retracing one’s steps is pretty unlikely as the players aren’t walking through the mall. They’re in a dangerous and unstable place. More probable is that an earthquake or monster is blocking the return path. Let’s homebrew some content and make our epic exit encounter.
DM Ben lovvvvves a good random roll table and letting the dice decide the party’s fate. Thus, he decided that he would do a mixed bag table like so:
We’ll break this post into two parts as there’s much to cover – music to your Dungeons and Dragons’ ears, right?!
So, here are the first ten random encounters for the group to attempt to safely exit the Fissure.
Again, there will ultimately be twenty total entry rows to match our d20 dice.
Next, let’s discuss how the table will work. DM Ben will ask someone to roll an initial d20, and then he’ll share what encounter occurs. The players must keep rolling until someone hits the “Way Out” row.
We’ve played this table out once, and it took the office campaign group nine encounters before they located an exit. To keep things simple, after the first roll/encounter, a player rolls a d20 – 1. Then, if 12 rows remain, roll a d12 and so on.
Side note: DM Ben has tailored this table around six adventurers, currently at level five.
Cave-dig 1: Umber Hulk. As the players explore and attempt to dig their way out, it’s only natural for the group to bump into this large monstrosity. After all, this terrain is his kinda jam, and he won’t be pleased to see them. We like its 5E monster stats: AC 18, 93 HP, Confusing Gaze (Charisma, DC 15), Claws x2 (+8 att, 1d8+5 damage), Mandibles (+8 att, 2d8+5 damage).
We’re using a WizKids pre-painted Umber Hulk Delver miniature from their Desert of Desolation set.
Cave-dig 2: Trapped Gas Trap. Untouched caverns can naturally form deadly gas pockets, and that’s certainly not good news for the players. As they continue to dig, they hit a soft patch of wall that quickly collapses. They see nothing but darkness but quickly smell an obnoxious odor. After everyone gets done looking at the Barbarian, they must make a DC 15 Constitution Save or take 1d10+2 poison damage (save for half).
DM Ben grabbed a homemade dark sphere off his shelf and thought this would nicely represent the invisible gas cloud. It definitely should get a chuckle.
Cave-dig 3: Empty/Solid Wall. Sometimes, you hit some mighty solid rock and can’t go further. Instead, you have to pick up your bootstraps and press on. Everyone has to make a DC 12 Survival check or suffer one level of exhaustion after expending so much energy with a spirit-crushing outcome.
We’re using some Milestone Heroes 3D-printed Cavern tiles here.
Cave-dig 4: Scorpion. No one wants to bump into a stinger, but that’s precisely what happens as the group’s path takes another unfortunate turn. This large beast immediately attacks the first thing it sees. Tough 5e stats here:Â AC 15, 52 HP, Sting (Constitution, DC 12), Claws x2 (+4 att, 1d10+2 damage), Sting (+4 att, 1d10+2 damage).
We’re using a WizKids pre-painted Hellstinger Scorpion miniature from their Dangerous Delves set.
Cave-dig 5: Empty/Fallen Adventurer. Thankfully, the players draw a non-combat encounter this time and uncover a deceased adventurer who succumbed to a cave-in. DM Ben will give a vivid description (or ask a player to do so) and allow someone to do an Investigation DC 12 check. DM Ben will draw a loot card from Nord Games’ Treasure Trove or Objects of Intrigue decks if successful. Certainly, this dead dude won’t need those valuables, right?
Cave-dig 6: Hook Horror. They’ve found another large monstrosity that simply isn’t in the mood to see them. He’s a mean one: AC 15, HP 75, Hooks x2 (+6 att, 2d6+4 damage). Its Keen Hearing ability means the monster will hear the players coming, and anyone who fails a DC 14 Perception check will suffer a surprise round (random, up to two targets).
We’re using a WizKids pre-painted Hook Horror miniature from their Aberrations set.
Cave-dig 7: Empty/Fallen Adventurer. Sadly, the players come across another victim. DM Ben will use different 3D-printed pieces to represent a fallen adventurer. Same as above regarding DM Ben allowing someone to do an Investigation DC 12 check. DM Ben will draw a loot card from Nord Games’ Treasure Trove or Objects of Intrigue decks if successful.
This Long Dead Adventurer scatter terrain piece is a free download on Things from Curufin.
Cave-dig 8: Amber Lotus Flower Trap. This time, they find a beautiful flower twisted within a bunch of roots. It has a defense mechanism that sprays super bright and sticky yellow pollen in a 40-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious (for one encounter).
The stunned victim also sustains 1d8+2 damage. If you save, you don’t take damage, but your armor is contaminated and is too itchy to wear. Affected players must remove their armor immediately and clean it during their next long rest. Other cures include Prestidigitation or Lesser Restoration.
This miniature is by Loot Studios and their Faewood Haven set.
Cave-dig 9: Dead End. No matter how hard you dig, there’s just no way to press through this path. Once again, everyone has to make a DC 12 Survival check or suffer one level of exhaustion after this disappointing exploration setback.
We’re utilizing Dwarven Forge for the hallway and rock rubble pile here to block off a passageway.
Cave-dig 10: Rust monsters. We featured these little buggers in a previous DnD blog post. The 5e stats (AC 14, HP 27, Att +3/1d8+1 damage) don’t zing as much as the Rust Metal Antennae ability will.
We’re using a WizKids pre-painted Rust Monster miniature from their Sand and Stone set.
Remember, the challenge rating per encounter isn’t meant to be hard or even medium in nature. They must continue their rolls until their d20 lands on a way out. DM Ben will give them just one long rest to start the table, but then that’s it until they exit the Fissure.
Next time, we’ll do part two of our Cavern Escape d20 random table!
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