Waterfalls, with their rushing water and gorgeous settings, can also cover secret areas that contain interesting things that have been left behind by other explorers—or inhabitants. It could be that the chamber behind the waterfall isn’t exactly free of an occupant, too. Again, these details are easily noted by visitors, and you can use them as starting points to flesh out some other interesting things if the player characters choose to look around a bit more. If you want to roll randomly for one, use the handy number provided with each entry to figure out your result on a d12. You can also pick the one that works for the area in which your characters currently linger.
d12. Curiosity
- Graffiti in different languages covers the interior walls. Among the words, you see, “The blasted ghost won again!” and “Not all secret doors are in plain sight.” The words appear to be covering some older writing—something about the Fey Hordes descending on the mortal world.
- Musical notation fills the walls. Any who can read music can determine that it’s a fugue in C-sharp minor. Any who perform the music have gained an earwyrm for 1d10 days. (The earwyrm flies off at the end of that time; GMs can determine for how long the earwyrm stays away randomly or by choosing deliberately. Yes, this is a creature. Have fun with stats for your chosen system, as well as a description.)
- A rack containing 23 vials of different hued dyes sits against the far wall. Each of the dyes has a faint luminescence to it.
- Hundreds of empty blue glass bottles, all precisely lined up in rows, fill the area.
- Red ribbons with different types of creature eyes attached to their ends hang from the ceiling. The eyes all look at you and blink at the same time.
- Three silver swords protrude, blade-down, from the walls of the chamber. Each blade angles downward and points to the center of the chamber. You see faint silver strands dangling in and out of existence from each sword to the next.
- A shallow pool at the end of the chamber contains quicksilver. Hundreds of tiny silver frogs are frolicking in the liquid. They follow you out of the area when you leave.
- Lanterns strung through the chamber provide a cold, purple-hued light. Upon closer inspection, you see the lanterns are powered by writhing masses of worms. What are they feeding upon?
- A golden moth covers the entire ceiling.
- Mirrors line the walls of the chamber, but you’re pretty sure that the ones opposite each other are not reflecting each other as they should. Something seems…off. Will you stick around to figure out what it is?
- Someone has set up 1-foot in diameter glass tubing that lines the chamber’s walls. It catches water from the waterfall and sends it along the tubing to an exit that apparently leads into a wall. Is there more to this chamber?
- Some being filled this room with the heads of local hill giants. They don’t seem to be decaying. In fact, it smells of roses and raspberries in here.
Cool collection. I always appreciate these sorts of lists – they remind me of the “Dungeon Dressing” list from the original Dungeon Masters Guide. That was, and remains today, one of the most frequently used sections of the book. The second-most used part was the “Potion Miscibility Chart”. (My players like to live dangerously, and die the same way.)