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d100 Lava Tube Cave Finds

d100 Lava Tube Cave Finds

A d100 list of found objects, unexpected sights, and strange encounters for your players to come across while exploring the tunnels left behind by lava flows.

Smooth stone belies the volcanic fury that carved these tunnels.

Volcanic eruptions can be a force of creation as well as destruction. Under the right conditions, lava flows can form crusts as they cool; said crust then becomes the ceiling of a lava tube cave, defined by smooth, pahoehoe floors and ridged walls from differing lava flow depths as the tunnels drained. Closer to the site of eruption, lava tubes turn into larger tunnels carved by deep lava rivers that crusted over. Farther out, branching lava tubes and wider caverns emerge as the flow bursts through the cooling walls.

Your adventurers may find themselves falling through a deteriorated lava tube ceiling, hunting monsters that have made their homes in the tunnels, or they may be following the tunnels to reach the heart of a dormant volcano. Regardless of how they arrive, the party finds danger and frightening beauty in these volcanic caves.

When using this list, feel free to choose any options you particularly like. You can also let fate decide and roll a d100. Every fifth option in the list is more consequential than the rest, so roll a d20 and multiply by 5 if you want to ensure a truly unique encounter for your party.

1. A portion of chipped cave wall. The marks look like they could have been made by claws or pickaxes.
2. A voice saying, “You’re almost there!” in Common echoes through the cave. No matter how hard the party looks, they cannot find the source.
3. A skeleton with 100 feet of rope and climbing pitons beside it.
4. A colony of unknown spiders. They appear to be blind, adapted to life in these tunnels.
5. A narrow section of the tunnel, three feet wide and fifteen feet long, that characters must pass through one at a time. Characters must make a Wisdom saving throw while moving through or become overwhelmed by claustrophobia on a failed save. Even characters that are not claustrophobic must make a Wisdom save.
6. A sword is stuck into the cave wall. No matter how hard characters try, they are unable to pull it out. Mysterious magics flicker in the air.
7. A thin crust of red crystals lines the ceiling.
8. Lavacicles hang like shark teeth from the ceiling.
9. The party stumbles upon a campsite that appears to have been recently used, but no other trail or trace of a living thing is nearby.
10. [Encounter] A gelatinous cube lies in wait for the party.
11. Three lava pillars have formed in this section of the tunnel. Upon closer inspection, it almost looks like there are faces in them, twisted in agony and silent screams. Breaking into the pillars reveals that they are hollow, with each holding a humanoid corpse.
12. Tree roots puncture the ceiling. A spelunker’s satchel is half-hidden amongst them. Inside are a half-finished map of the tunnels, charcoal, some moldy rations, and an amethyst.
13. Hundreds of miniscule holes line the floor, walls, and ceiling of this section of the caves. A low squirming sound can be heard coming from them, but there does not appear to be anything inside.
14. A mutilated corpse. The cuts and gashes on its body seem precise and surgical. Some of its organs are missing.
15. A smaller tunnel branches off from this one into a nearly perfect, spherical cavern. An altar of obsidian stands in the center. Touching the altar grants a character a vision of their death in these tunnels. They have disadvantage on death saving throws until they leave the caves.
16. A portion of the ceiling has collapsed, letting in light from the surface. Or it is collapsing as the party travels under it.
17. A pond has formed from water dripping into the caves. It is safe to drink, but tastes of minerals and iron.
18. A battered wooden mask carved to look like an eyeless bear face.
19. A backpack containing a water canteen, snapped pickaxe, and a tattered book of decadent poems.
20. A wooden door set in the wall has a sign next to it that reads “Tatter’s Tavern”. Inside, a small tavern has been hewn from the stone, with stone tables, counters, and chairs. Tatter, a male gnome, tends the bar. Once the party finishes and leaves, the door vanishes, replaced by stone again.
21. A section of the tunnel wall appears darker than the rest. It feels squishy to the touch.
22. A swarm of four-winged bats are asleep on the cave’s ceiling.
23. The haunting echo of laughter can be heard for a brief moment by one character. The others do not hear anything.
24. Stalactites of a type of crystal (DM’s choice) hang from the cave ceiling.
25. [Encounter] The characters can hear a dull beating in the cave wall. It almost sounds like a heartbeat. It is really the sound of a bulette on the prowl, burrowing after them.
26. A small wood carving of a lizard with a saddle.
27. A crystal flute that causes any other crystal in a 30-foot-radius sphere to resonate with the same note played.
28. A skeleton that has melded with the stone floor, as if the ground were slowly absorbing it.
29. Cave paintings of a mythic beast that seem to shift slightly whenever characters are not looking at them.
30. Gormrun, a crazed human clothed in rags, is carrying around a rickety cart with different cave-themed goods. He has stone/crystal weapons, potions made from minerals and animal bones, as well as uncommon and rare magic gems. He will only accept stories of the world above as payment, though he does not wish to leave the caves.
31. A child’s blanket covered in rubble.
32. A hole in the cave floor. It can already be there when the party arrives, or it could open under a party member.
33. One party member begins to feel as though they are being followed, but never manages to catch sight of their pursuer.
34. A half-burned journal from a spelunker who got lost in the tunnels. It has bite marks.
35. [Encounter] The party takes a wrong turn and ends up in a larger pocket of the caves facing a crystal dragon. Age and crystal type are up to the DM.
36. An albino snake wrapped around the hilt of a rusty sword.
37. A group of ghostly miners, chanting a work song. They disappear if the party members get too close to them.
38. The skull of a cyclops fills the cavern ahead. The party has to clamber through its mouth or sightless eye socket to continue down the passage.
39. A crystal tree grows down from the ceiling of the cavern.
40. A set of stairs have been cut out of the stone wall, twisting downward in a spiral. At the bottom is a circular room with a glowing subterranean garden. Taking a short rest in the garden grants the benefits of a long rest instead, but harming any of the plants causes the garden’s guardian to animate and attack.
41. A lifelike statue made of different stone than the cave. It’s almost too lifelike.
42. Purple, shimmering fluid in a glass bottle.
43. A broken wagon with a tattered cloak, rotting apples, and an empty flask scattered about.
44. A rusted longsword with a broken hilt. It looks like it has not been touched in decades.
45. [Encounter] A lone dvergr has lost their way in the tunnels and ask if the party can help them find their way back. If the party agrees, they lead the party into a dvergr ambush.
46. A corpse with various fungi growing from it. They look edible.
47. A statue of a forgotten deity carved out of the tunnel wall. A recent sacrifice lies at its base.
48. A Medium-sized stone seems to be following the party. It appears at the same distance behind them whenever no one is looking at it. It will only stop if someone walks backwards, staring at it until it is completely out of sight.
49. A necklace with a dragonfly pendant, forged from silver.
50. [Encounter] A pair of basilisks appear in the tunnel ahead!
51. The floor of the cave wavers, as if something were swimming through the stone underfoot.
52. A bear cub. Its mother might be nearby, or it might be lost and need help finding her.
53. A rusted dagger. Tied to its hilt is a bright green scarf.
54. The shed skin of a very, very large snake.
55. A humanoid face appears in the stone wall. It screams at the party, proclaiming that doom is upon them. Any character that responds to it becomes blinded for a full minute. The face vanishes after it blinds at least one character, or after ten minutes if no one responds to its threats.
56. A dusky red clay pitcher of mead. It refills itself at the start of every day.
57. The sound of chattering teeth grows louder and louder. At first it is impossible to tell where it is coming from, but eventually the party realizes that one of them is making the sound. They can choose to stop once they realize it.
58. A crate full of precious gems. They transform into dull quartz when removed from the cave.
59. A lute with a broken string. The initials, E. C. are carved into it.
60. [Encounter] A swarm of bats approaches. As they get closer, they coalesce into a single giant bat. When defeated, the corpse turns into runny, bloody mud.
61. A deep blue sapphire is lodged into the floor. It takes an hour to remove it, even with the right tools. The cave shudders once the gem is removed.
62. A hole in the wall, large enough for a hand to fit inside. Soft murmuring can be heard from it. Nothing is inside.
63. A cluster of skulls hangs from the ceiling on strands of spider web.
64. Three arm bones arranged in the shape of a star. They don’t appear to be held together by anything but can’t be pried apart with either force or mundane magics.
65. [Encounter] This tunnel dead-ends in a large, circular cave with a field of statues. They are the creations of the stone giant living here. The giant is mistrusting of humanoids, but peaceful, preferring art to war. They will not harm the party as long as their statues remain unharmed.
66. A burned out torch still in the grip of a severed hand.
67. A golden ring next to a wall. When worn, it allows a creature to move through stone as if it were not there. The enchantment does not apply to the ring itself, however.
68. A large barrel. Inside are rotting herring and a strange glass orb.
69. A massive lava pillar nearly blocks the passage ahead. If the players dig into it, they find it to be hollow and large enough for all of them to rest inside.
70. [Encounter] The party finds a hammer lodged in an obsidian stone. If a character removes the hammer, the stone transforms into an earth elemental that attacks. The elemental will revert to its stone form if a character returns the hammer. The hammer is not magical, the earth elemental just really likes that specific hammer.
71. The start of a sentence is carved into the wall. If a character tries to read it as they travel, they will instantly find themselves at the end of it, having traveled a full mile.
72. A pair of travelling boots…on the ceiling.
73. A spider inside of a clear crystal. The spider still seems to be alive and watching.
74. A chipped shovel with a broken handle.
75. An elderly, dweorg woman who says that she is the queen of an ancient dweorg empire. She sadly cannot remember the name of it, where it was, or how she ended up in these tunnels. She vanishes a moment later.
76. The smell of sulfur becomes overwhelming for a moment.
77. A totem to some unknown god, constructed from bones of unknown creatures.
78. Jagged spires of kyanite jut from the floor, ceiling, and walls.
79. Dead insects coat the floor for the next half-mile.
80. [Encounter] A cloaker has been stalking the party for a while and is finally ready to pick off any stragglers.
81. A walking stick with strange spirals carved into the haft.

Caption for Tales from the Tabletop #46.
Tales from the Tabletop #46 – Caption: “Sure, catch a 200 lb. flying armored dwarf on a rickety stone stair over a lake of lava! What could go wrong?” — Timothy Campbell

82. The remnants of a massive egg. Whatever was inside hatched, recently by the look of it.
83. A keg of ale. It tastes slightly metallic. Anyone who drinks it hears the crash and clatter of a massive battle for half an hour afterwards, effectively deafening them.
84. Three holes are arranged in a triangle on the wall. They are only large enough for a finger. Sticking a finger in each hole creates a fourth in the center. A tiny gust of stale wind comes out of the center hole. Nothing else happens.
85. A bell hangs from the ceiling by a string. It is cursed. Anyone who hears its sound becomes afflicted by a madness for an hour. If anyone touches it, they attune to it and become mad permanently. If an attuned creature rings the bell within earshot of another creature though, they steal that creature’s ability to understand language for an hour if the creature fails a Charisma saving throw.
86. A stone is skipped along the floor past the party. They cannot manage to find any trace of who threw it.
87. A trail of unspooled yarn. One end of it appears to have been cut off.
88. A thin crust of salt coats the floor, crackling underfoot.
89. A severed foot. It has been unnaturally dried and preserved.
90. [Encounter] A drow hunting party emerges from a side tunnel. Their grins of cold malice flash in the dark before they attack.
91. A stone fountain is carved into the wall. It is filled with stagnant, putrid water.
92. The scent of cooking meat comes from up ahead. The source is a blood-red stone.
93. An ancient cave painting of adventurers walking through the tunnels. They look unnervingly like the party members.
94. The fangs of some large beast, dug into the stone floor.
95. The party comes across an intersection made of black, reflective obsidian. There are ten different tunnels to choose from. However, the only correct path is the one they immediately come from. If they take any other path, they will end up back at the intersection after a short time, with the lowest cost item in their inventory having vanished. This happens every time they pick an incorrect path.
96. A set of footprints. They are sunken into the stone.
97. A rusty spear stuck into the wall. A message tied to the haft says, “whoever reads this will die”. The message rings true.
98. The sound of rain can be heard tapping on the cave ceiling. Water finds its way through a crack and pools along the floor.
99. A golden ring that has been shaped to look like a centipede.
100. [Encounter] A young demonic cultist is preparing to raise a pit fiend. He doesn’t know that the ritual he is preparing for is fake (unless the DM decides it isn’t).

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d100 Arctic Finds

A d100 list of found objects, unexpected sights, and strange encounters for your players to blunder across while trudging through the snow, frost, and ice of arctic lands.

Brrrr! It’s cold up here!

Among the many terrains your players may find themselves in, the arctic is a particularly nasty and hostile environment, it’s cold and barren, snow and ice impede movement.

Hostile as it all is, that doesn’t mean it’s empty or that creatures haven’t passed through before or are lingering nearby.

This d100 list of one-hundred possible things to find in an arctic or tundra setting is yours to use the next time your players journey to the frozen North. Whether they’re pushing through five feet of snow or sliding across unexpected ice fields all the while dodging hungry monsters, this list gives them many additional items and sights to experience.

Review the list and pick out some favorites for your next campaign or take a chance: roll a d100 and improvise.
Every fifth item listed is more memorable than the others. If you want to get straight to the exceptional stuff just roll a d20 and multiply by 5.

d100 Arctic Finds

1. A side of frozen beef wrapped in canvas. It appears to have been professionally butchered and prepared.
2. A pile of goblin skulls.
3. A woodsman ax with a broken handle.
4. A small hot spring.
5. [Encounter] A hobgoblin hunting party has not been very successful and will eat anything (or anybody).
6. Half sunk into the snow, an empty but intact potion bottle.
7. A glass jar sitting next to a rock. It’s filled with dead bees.
8. A dwarven helmet cleaved nearly in half.
9. A pile of frost-stiffened rabbit skins.
10. [Encounter] A elderly human male decked out in heavy bundles of fur who can give legitimate guidance to your party. Some call him the Winter Hermit. He calls himself Kevin.
11. A broken wooden crate.
12. A lone rock pine. On one low branch hangs a hollow glass orb on a thin hook.
13. A small group of evergreens that can partially shelter a small group. There is evidence of past travelers.
14. The remains of a camp including a canvas tent that has been ripped up by something with claws.
15. [Encounter] A small, humanoid creature with an uncanny ability to perfectly blend into a snowy background. Very difficult to detect. It watches and follows for a short time, then leaves without threat or notice.
16. Five sticks are arranged parallel to one another in a north-south orientation.
17. A small pile of stones. Obvious piled by an intelligent being. There is nothing hidden within or buried beneath.
18. A boulder, half-submerged in the ground, with a warning not to go further, scratched on the side.
19. The remains of a sizeable bear-like creature that appears to have been mostly eaten by something larger and meaner.
20. [Encounter] A pack of hungry dire wolves has caught your scent!
21. The party hears the tinkling of chimes coming from a distance. No amount of investigation reveals its source.
22. Wolf tracks. Large wolf tracks.
23. A frozen human hand reaches up from the earth. If the party digs, they find the preserved corpse of a human male—possibly a hunter—buried in the ground except for that one hand.
24. A burning campfire. There are no tracks or evidence of people. It’s a regular campfire and will burn to coals within an hour, and the embers will die within a couple of hours unless given more wood.
25. On a small stone shrine sits a gem that will purify any liquid and remove any poisons when placed in a vessel holding no more than half a gallon of liquid.

26. A small pine sapling with long thin needles is the only greenery within sight. It’s presence either gives the party much hope or great despair. GM’s choice.
27. A glass jar filled with copper coins sits buried in the snow.
28. Someone built a snowman. Not a good snowman, but a snowman just the same. Even sacrificed a carrot for the nose and coal for eyes and buttons. The carrot is frozen but edible. The coal will burn as will the stick arms. Sorry…no hat or scarf.
29. The party comes across an igloo with a small firepit. It can house three comfortably, four if people sleep sitting up. Five if you forego the fire. While well-constructed, it’s a temporary structure and will likely start to come apart in a few days.
30. [Encounter] A small party of traveling merchants and their baggage carriers who are heading south. They have minor potions, foodstuffs, cloth, and seed for sale. One merchant has a small pouch with a few gems hidden on his person.
31. The party comes across a dead mastodon. Its ivory has already been harvested.
32. A large stone statue of an imposing human-looking warrior. At her feet sit the remains of animal sacrifices.
33. A single white flower—similar to a tulip—grows in the middle of an empty field. Knowledge checks reveal it to be a “snow blossom.” This is a rare plant that flourishes in winter temperatures and hibernates when it’s warm. It’s worth some money if it can be kept alive. It’s rare because pollination relies solely on a lucky breeze. No bees this far North.
34. A discarded left gauntlet. It’s missing the thumb.
35. A small hot spring, which glows at night, gives a feeling of calm to anyone who stands near it. Bathing in it will remove all effects of hunger or thirst for 24 hours.
36. A leather sack containing the bones of crows, and a few black feathers. The right kind of knowledge check suggests they are used for ritual magic.
37. Buried deep in a snowdrift sits the wreckage of a small cargo ship—its sails in tatters, its timber aged and brittle. It has long-since been looted. There are no clues as to how it got there or why.
38. A pine tree with golden-colored needles stands along a snowy ridge. During the day, it is unremarkable, aside from its coloring. At night, it glows.
39. A broken pack sled lies abandoned along the trail.
40. [Encounter] An antisocial hermit tending half a dozen thickly-coated sheep. She appears to have some wintry-themed druidic powers.
41. An ancient sword has been stuck into the ground. It marks the grave of long-dead hero of the North, whose name is long-forgotten. The blade is nothing special and will likely break on its first use.
42. The players come across a cloth bag full of onions and potatoes. A bit old, but still edible if cooked right.
43. A book where the pages have been waterlogged and frozen many times over, rendering it useless and unreadable. If magic is used to restore it, it turns out to be a cleric’s travel journal spreading their religion to the North.
44. A circle of stones about 10 feet across.
45. [Encounter] A small child wearing a thin, cotton tunic appears suddenly in front of the party. It utters the word “stone” then promptly disappears. Each party member hears the word in their native language. If the party continues, this Encounter is repeated twice more at roughly one-mile intervals.
46. A leather bag containing dried reindeer meat.
47. Four pine trees growing at different angles, but when viewed a certain way, look like a giant “W.”
48. An empty, unfilled-in grave.
49. A stack of firewood. Currently frozen, but if thawed and dried, will keep a fire going tor a decent amount of time.
50. [Encounter] A crazed mountain dwarf thinks the party is after his secret treasure hoard. He is armed with a mining pick and will attack the party with little provocation. Alas, the dwarf is clearly mad. There is no treasure.

51. An ancient spear stuck in a block of ice. The haft is ruined, but the blade is good.
52. A small crate of dried, salted fish
53. A pair of snow-filled boots with no soles.
54. A sign that reads, “Tralwer’s Tavern.” There is no tavern.
55. [Encounter] A vicious and large frost giant (even by frost giant standards) rages toward the party out of nowhere, its eyes blazing with madness.
56. A frozen squirrel that, if thawed, comes to life and scampers away.
57. A small, crashed airship—most likely just a crew of two or three and little cargo—of unknown origin.
58. The shattered remains of an old iron cannon of unknown design or origin
59. The remains of an unlucky adventuring party made up of an elf mage, a halfling rogue, and a dwarf warrior. Their bodies have already been looted of valuables.
60. [Encounter] A strange woman sits at the entrance of a small earthen shack, her home. She is unarmed and peaceful. At the GM’s discretion, she can heal the party, bless items, and remove curses. She could also be used as a source of information or wisdom.
61. A pole set in the ground decorated with crude paint, feathers, the skulls of small animals, and a bundle of sage.
62. A lean-to made of canvas and stout branches. It is large enough for two medium-sized creatures to stay out of the worst of the elements. There are signs of a small campfire having once been set up in front of it.
63. A rolled-up piece of canvas, tattered and worn, shows the most direct path the party needs to take through this terrain to reach their destination.
64. A small boulder with the image of an arrow scratched into it, pointing away to the east.
65. [Encounter] A large white wolf follows the party from a distance but disappears as soon as any party member tries to approach. The wolf is sighted several times over the next day or two. It then attacks the slowest party member.
66. A strange spot on the ground, about a foot square, upon which whoever stands hears a ringing of bells from above.
67. A blank wooden signpost.
68. A woman’s silk robe, luxuriously decorated with gold and silver thread, sits abandoned on the snow-covered ground. It’s in surprisingly good condition.
69. A mysterious blast of warm air blows past the party. It is harmless, but there is a faint scent of brimstone.
70. [Encounter] The party comes across three shallow graves. If the graves are disturbed in any way, they are attacked by the three ghouls who rest there.
71. A frozen, cracked saddlebag with broken straps. Deep in the bottom of the bag is an apple and a jade comb.
72. A tin pot with some unidentifiable substance burned to the bottom.
73. Shed white dragon scales litter the landscape for the next mile
74. A crude depiction of a massive flying beast is scratched in the frozen earth.
75. [Encounter] A dark shadow forms in front of the party. It speaks prophecies of death and doom for Taldar the Younger. No one has any idea who this is, and the shadow fades away, disappointed.

76. A lone pack mule with a broken lead. It is carrying a full load made up of four heavy woolen blankets, ten full waterskins, two camp shovels, five sacks of flour, a cast iron pan, a cast iron pot, a sealed wooden tub of butter, a large sack of potatoes, three dozen carrots, a two-pound bag of sugar, and a box of mixed cooking herbs and salt.
77. The remains of a dwarven adventurer who appears to have fallen from a great height
78. The party is suddenly overcome with the sound of thousands of crows. No crows are visible, and the sound lasts only a few moments.
79. Small birds begin dropping out of the sky for a full minute as if they froze to death in midflight.
80. [Encounter] A nest for two giant eagles lay just ahead. One is usually circling nearby. If they see the party, they will attack without hesitation. In its nest are a pair of eggs.
81. A locked box. Inside is a map to a gold mine located in a faraway jungle.
82. A sturdy wooden shack with one wall made up of a rolled canvas sheet. Inside are three sets of bunk beds and a camp stove. It does not appear to have been used recently.
83. Twenty-five massive pine logs spread out haphazardly over the areas. The ends of the logs are marked with red paint.
84. A hot spring that smells faintly of mint.
85. [Encounter] A group of a dozen dwarves is on a hunting and foraging mission. All are armed with small crossbows and axes but are otherwise peaceful. They will offer traveling info if asked politely. If treated rudely, they will give bad advice. If threatened, they will attack. If a fight lasts more than three rounds, another four will appear to help their comrades.
86. A sheet of ice concealed by a thin covering of dry snow. It’s very slippery and well-hidden. The likelihood of slipping and falling is high.
87. A large stone with a warning chiseled into the side that reads, “Warning! Drag—.” The message looks incomplete.
88. A pair of broken reading spectacles.
89. The remains of a campfire and cooking pot.
90. [Encounter] Snow sharks! (Have fun statting them. Seriously. This should be fun.)
91. A small fir tree decorated with red ribbons.
92. A half bottle of brandy.
93. A beartrap concealed by snow. Anyone who steps into it takes damage and has their movement slowed until adequately healed.
94. The snow suddenly becomes very deep, slowing the party down considerably.
95. The party finds the charred remains of what is probably a skeleton. It’s hard to tell for sure. The only thing that looks unharmed is an amulet featuring an orange jewel. Whoever puts the amulet on immediately catches on fire and burns to death very quickly. Removing the curse is the only way to get the amulet off, but it has to be done fast. This is a very nasty artifact.
96. Heavy sleet hinders both visibility and movement. This lasts for about two hours.
97. A small, abandoned village. Only the rock foundations and crumbling walls of about a dozen structures remain.
98. An empty scabbard to a two-handed sword.
99. A coil of hemp rope in terrible condition.
100. [Encounter] Someone calling themselves “The Wizard of Winter” is enraged that the party is in his domain without permission. He attacks mercilessly with frost and cold spells. He has a flair for the dramatic, and the smallest fire-based spell will send him fleeing.


d100 Swamp Finds

(5E) B13: Frozen Nightmares (Fantasy Grounds)

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d100 Book Titles


How familiar is this scenario? Your players’ characters enter an old study, library, or town bookstore and immediately ask what kind of books they find.

The problem is, you’re not prepared to answer that question. Maybe you were rushed in designing your adventure, or perhaps whoever wrote the adventure didn’t bother to tell you.

Have no fear!

Below are 100 titles of books you can use to help flesh out the more literary settings in your adventures. Some are serious. Some are a bit tongue-in-cheek. While none of the books listed are inherently magical, there is no reason why you couldn’t imbue some with eldritch features.

Read through the list and see if any titles speak to you, or roll a d100 to pick one at random and improvise on the spot. Not all titles will fit all settings. That’s okay. Reroll and/or adjust as you need.

Have fun!

d100 Books!

  1. The Book of Common Law
  2. Carnivorous Gardening
  3. The Book of Twelve Seasons
  4. A Journey Beyond the Veil
  5. Raising Weasels With Confidence
  6. What Lights Shine Forever? A History of Sun Deities
  7. A Short History of Dwarves
  8. What Color Is Your Dragon?
  9. Samwell’s Guide to Arms and Armor
  10. The Silent Bard and Other Myths
  11. The Letters of Saint Cuthbert
  12. Secret Doors and Passages (bad poetry collection)
  13. A Journeyman’s Guide to Barrel Making
  14. Basic Carpentry For Complex Dungeons
  15. The Great Extraplanar Hoax
  16. Fungal Crop Rotation For Underground Dwellers
  17. How To Use a Sundial In the Rain
  18. Farming Wheat, Barley, and Giant Frogs
  19. A Caretaker’s Guide to Giant Centipedes
  20. 101 Untraceable Poisons
  21. All Giants Great and Small
  22. 50 Things To Do With a Dead Lich
  23. Beauty Is In the Eyes of the Beholder
  24. Planning Your Castle Construction
  25. Tavern Management In Rural Areas
  26. The Assassin’s Inspiration (just a hollowed-out book with a dagger hidden in it)
  27. Accidental Pickpocketing and Other Excuses
  28. Spells We Are Still Trying To Make Work
  29. Samwell’s Guide To Wands
  30. The Legend of Tucker’s Kobolds
  31. Potatoes That Resemble Goblins: A Pictorial
  32. Basic Ammunition Accounting for Archers, Crossbowers, and Slingers
  33. Vines: Small, Medium, Giant
  34. Defeating a Heavy Iron Gate
  35. Counting to Ten for Orcs
  36. The Arrow of Benevolent Intent
  37. Monstrous Philosophies
  38. Thirty Ways To Skin a Dragon
  39. Warlock vs Sorcerer: How To Spot the Difference
  40. Tower Defenses, What Works and What Does Not
  41. Samwell’s Guide To Holy Symbols
  42. Prayers For the Righteous
  43. Identifying Grubs, Worms, and Sentient Fungi
  44. Wyverns, Wyrms, Drakes & Dragons: The Differences
  45. Recipes For Disaster: A Cookbook
  46. A Field Guide To Fey
  47. 1001 Things To Do Underground
  48. A History of Thieve Guilds
  49. Weather Manipulation and Farm Management
  50. The Whole Hollow World Atlas
  51. The Great Bird Hoax
  52. The Physics Behind interdimensional Portals, Bags, and Holes
  53. What’s Behind That Door? A Listener’s Handbook
  54. Turnips. The Gods’ Own Gift To the World
  55. How To Make a Lantern Out Of a Skull
  56. Candlemaking for Clerics
  57. Surveillance Techniques That Don’t Work
  58. The Myth of the Useful Bard
  59. Samwell’s Guide To Useless Glyphs
  60. Thieves Cant… or Can They?
  61. Hunting Mushrooms In the Dark
  62. Cursed Idols and Relics of the Desert
  63. Climate Change During the Dark Wizard Times
  64. Airships. An Inflatable History
  65. How To Live Forever—or Close To It
  66. Giant Flowers. Friend or Foe?
  67. The Most Grand Illusion
  68. Daily Affirmations for Tyrants
  69. Hidden Staircases and Secret Doors
  70. Managing Your Giant Vines
  71. How To Get Way With Murder
  72. Poisoned Pens. Allegory or Literal Danger?
  73. Sonnets for Sorcerers
  74. Seven Knights For Seven Dragons
  75. River Navigation Through Magical Forests
  76. A Biological Survey of Gnomish “People”
  77. Mysterious Structures That Glow
  78. Samwell’s Guide To Blue-Colored Potions
  79. The Unlikely Romance of Owls and Bears
  80. Rocks That Sort of Look Like Orcs
  81. Animal Husbandry and Midwifery
  82. Castle Gardens For Long Sieges
  83. Doors That Don’t Go Anywhere and Other Dungeon Tricks
  84. How Green Is My Goblin?
  85. How To Tell a Brew Is True
  86. Cubicles & Commuters: A Fantasy Roleplaying Guide
  87. Explosive Grass and Other Lawn Care Tips
  88. Is Your Spouse a Polymorph? 50 Signs They Might Be
  89. Plots, Intrigue, and Politics
  90. The Book of Uncommon Law
  91. Feeding Your Village On One Enlarged Vegetable a Year
  92. A Simple Guide To Vampires
  93. Unwrapping the Mystery of Mummies
  94. Ghost Stories Written By Ghosts
  95. Samwell’s Guide To Love and Love Potions
  96. The Underground Horoscope
  97. Orienteering Without a Compass
  98. How To Work a Sextant
  99. Fabled Treasures and Monsters
  100. Puppetry For Evil and Parties

What are some of your book titles? Feel free to share in the comments.


Some artwork © 2015 Dean Spencer, used with permission. All rights reserved.