Summer S End
Summer S End
Originally
       created for my Patreon supporters, they have been
     revised and expanded for this print release. Due to the
     one-page format, they are not as fleshed-out as typical
     RPG adventures, but most experienced GMs should be
           able to run them with minimal preparation.
     Six of them are “six-mile adventure hexes”, designed to
      be dropped into a hexcrawl when you need a region
       packed with encounters and content. The other six
.   adventures are dungeons which can be scattered around             Writing and Maps: Ben Milton
     most fantasy worlds, although (as with the hexes) you                  Cover: DC Stow
     may need to tweak some of the flavor to better fit with
                          your campaign.
       The stats and game mechanics, where present, are
          intended for my Knave 2e RPG, but are easily
     compatible with most traditional fantasy RPGs such as
    Basic/Expert D&D, Old-School Essentials, and the like.
                                                                                                Huts: The hex is home to six witches: Vesme, Druma, Olgette,              Potions:
The Redrot Caverns: These caves are inhabited by a decrepit race of Moss-men, their             Hester, Emphilida and Roanna. They do not get along, and each             1. Invisibility
civilization long past its prime. The walls of their tunnels ooze red clay, which they use to   resents the others for stealing her status as “The Swamp Witch.”          2. Water-walking
daub their skin. Everyone in the hex will tell the party to avoid them. If players do invade    They will exchange potions for favors performed.                          3. Ooze-form
their warrens, the moss men will defend themselves, but are so weak that they pose no           Favors:                                                                   4. Fire form
serious threat. They guard a cloudy emerald of extraordinary size and beauty. Stealing it       1. Investigate the nearest shipwreck                                      5. Ghost form
awakens the Golmugaunt, a giant construct made from red clay and stone. It is slow but          2. Burn down another witch’s hut.                                         6. Undead
relentless. It will follow the one who stole the emerald forever. AC 18, HP 16, LVL 8, ATK      3. Retrieve a Megaheron Egg.                                                 repellent
slam (2d6), MOV 20’, MRL 12.                                                                    4. Kill another witch and retrieve her heart.
                                                                                                5. Get two witches to fight each other.
                                                                                                6. Retrieve the emerald from the Redrot Caverns.
10                                                                                                                                                                                           11
                                                                                                      Sparrowkeep: The fortress is owned            Random Encounters:
                                                                                                      by Lady Margot, a short, elderly              Forest
                                                                                                      woman who is barely keeping things            1-3: 2d6 Goblins, AC 13, HP 4, LVL 1,
                                                                                                      under control. The wizard war has             ATK weapon (d6), MOV 20’, MRL 7
                                                                                                      the peasantry in a state of near-revolt,      4-5: d6 Ogres, AC 14, HP 16, LVL 4,
                                                                                                      and she will pay handsomely for               ATK weapon (d10), MOV 30’, MRL 10
                                                                                                      someone to end it. She knows                  6: Random NPC
                                                                                                      Agripina is behind it somehow, but
The town of Sparrowkeep is surrounded by four wizard towers whose occupants                           the witch won’t speak to anyone from          Hills
have begun a competition for the affections of a local witch. Every day roll a d6 for                 the town.                                     1-3: 2d6 Bandits, AC 13, HP 4, LVL 1,
each wizard to see what they’re up to. Each morning they memorize 4 random spells.                    The town sits at the intersection of an       ATK weapon (d6), MOV 40’, MRL 8
                                                                                                      overland and river trade route. It’s          4-5: Cyclops, AC 14, HP 24, LVL 6, ATK
                                                                                                      only a matter of time before the              weapon (d12), MOV 30’, MRL 10
The Tower of Anaximinides the                                                                         disruption of commerce destroys the           6: Random NPC
Unquenchable: Tall, jowly, and regal,                                                                 town’s reputation permanently.
Anaximinides accidentally cursed himself to be                                                                                                      Swamp
permanently enveloped in flame, but pretends that                                                                                                   1-3: 3d6 Zombies, AC 11, HP 4, LVL 1,
it was intentional. All of his tableware is gold and                                                                                                ATK bite (d4), MOV 20’, MRL 12
worth 300 gold pieces. AC 11, HP 20, LVL 5,                                                                                                         4-5: Shambling Mound, AC 20, HP 32,
ATK staff (d6), MOV 40’, MRL 10                                                                                                                     LVL 8, ATK two claws (2d6), MOV 20’,
What is he up to today?                                                                                                                             MRL 10
1-2: Citizens of Sparrowkeep feel                                                                                                                   6: Random NPC
compelled to line up at Agripina’s
door and apologize.
3-4: A cyclops lays siege to a
random enemy tower.
5-6: The sun does not
rise, and the stars
spell out Agripina’s
name.                                                                                                                                                 The Tower of Hermian the Elder.
                                                                                                                                                   Wheezy, round, jolly. Has a collection of
                                                                                                                                                400 jade miniature figures. He’ll get around to
                                                                                                                                             painting them someday. AC 11, HP 16, LVL 4,
The Tower of Bertram                                                                                                                      ATK staff (d6), MOV 40’, MRL 8
Bartleby: Lanky, no work ethic, a                                                                                                         What is he up to today?
bit of an idiot. He has no innate                                                                                                         1-2: Thousands of miniature mud golems march
magical talent and works purely off of                                                                                                    across the hex to lay siege to a random tower.
some magical books he inherited from                                                                                                      3-4: Rivers run backwards, fish come to the surface
his rich aunt. Doesn’t want Agripina to                                                                                                   to sing Agripina’s praises.
know. Owns a dozen huge paintings                                                                                                         5-6: The stones of every building in the hex become
worth 500 gold pieces each at a major                                                                                                     carved with Agripina’s face.
city. AC 11, HP 12, LVL 3, ATK fist       The Tower of Doctor Mortimo. Slumped,
(d4), MOV 40’, MRL 5                      greasy, precise. Owns 7 super-rare books on
What is he up to today?                   creating artificial humans. AC 11, HP 16, LVL 4,         The House of Agripina Root. Agripina is a witch. She has seduced all four
1-2: Rainbow smoke pours from his         ATK fist (d4), MOV 40’, MRL 7                            of the local wizards, hoping that their competition for her affections will
tower as a spell misfires.                What is he up to today?                                  cause havoc for the people of Sparrowkeep, who exiled her after a bad
3-4: Tower grows to 10x height.           1-4: Zombies wander the hex promoting Agripina’s         harvest. So far, it’s working. She’s plain, middle-aged, and incredibly
5-6: Woodland creatures take over         virtues and fighting other wizards’ minions.             charming. AC 11, HP 16, LVL 4, ATK dagger (d6), MOV 40’, MRL 8.
Sparrowkeep and hang posters of           5-6: A huge dark cloud in the shape of his face drifts   Potions: Alter face, beast speech, elasticity, heat-proof, sovereign acid,
Agripina everywhere.                      about, staring disapprovingly.                           invisibility, ventriloquism, wall-crawling.
12                                                                                                                                                                                           13
The Alchemist’s                                                                constructs
                                                             • [Destroy]: AC 18, HP 24, LVL 6, ATK
                                                                                                                                punchcard appearances
                                                                                                                        • [Alchemist]: Made of gold. Etching of
                                                                                                                                                                                        random encounters
                                                                                                                                                                             When an random encounter is triggered,
Repose                                                         hammer (d12), MOV 20’, MRL 12.
                                                               Patrols the dungeon and responds to
                                                                                                                          the four elements.
                                                                                                                        • [Construct]: Made of steel. Etching of a
                                                                                                                                                                             roll on the following table or use common
                                                                                                                                                                             sense based on which creatures are nearby.
The five hulking, robotic constructs in this                   noises. Immune to mental effects. Loud.                    gear.                                              If a construct has been previously
dungeon have [Function] and [Target]                         • [Repair]: AC 12, HP 16, LVL 4, ATK                       • [Crack]: Made of copper. Etching of a              reprogrammed, the reprogrammed version
tags. A construct’s function is built into its                 none, MOV 20’, MRL 12. Has a dozen                         broken wall.                                       of it appears.
structure and cannot be changed, but its                       arms equipped with tools. Immune to                      • [Elf]: Made of platinum. Etching of a elf.         1. [Destroy][Intruder] construct
target is set by means of a rectangular                        mental effects. Loud.                                    • [Intruder]: Made of silver. Etching of             2. [Destroy][Intruder] construct
metal punchcard slotted into its head.                       • [Retrieve]: AC 15, HP 20, LVL 5, ATK                       crossed swords.                                    3. [Repair][Cracks] construct
                                                               slam (d6) or grab, MOV 20’, MRL 12.                      • [Punchcard]: Made of platinum. Etching             4. [Repair][Construct] construct
If a PC removes that card, the construct
                                                               Can-shaped with arms. Places retrieved                     of a punchcard.                                    5. [Retrieve][Punchcard] construct
will shut down. These punchcards can be
                                                               objects in its belly and takes them to the                                                                    6. d6 fungal elves.
slotted into any functional construct,
                                                               library. Immune to mental effects. Loud.
allowing players to reprogram them.
14                                                                                                                                                                                                                                 15
                                                                                                                            Six Boneboys lounge, carving runes into
                                                                                                                            their spears. They are gaunt and paint their
                                                                                                                            bodies to look like skeletons. AC 12, HP 4,
                                                                 Huge spider, grown slow and
                                                                                                                            LVL 1, ATK spear (d6), MOV 40’, MRL 8
                                                                 stupid with age. Has absorbed
                                                                 so much fungus that it can                                 There is a half-eaten corpse in the corner.
                                                                 make its hide ripple with
                                                                                                 ENTER the sewer by
                                                                 color, mesmerizing prey who
                                                                                                 rappelling down from a
                                                                 fail a WIS check. AC 13, HP                                                                    A large sigil is set in the middle
                                                                                                 large storm drain above.
                                                                 12, LVL 3, ATK bite (d6),                                                                      of the floor, written with
                                                                                                 Your rope will end right
                                                                 MOV 20’, MRL 8. Bitten                                                                         charcoal and luminescent
                                                                                                 in the center of the           Powerful waterfall. The
                                                                 targets who fail a CON check                                                                   fungus. Four Boneboys sit
                                                                                                 cistern.                       pressure is enough to
                                                                 die in d4 turns.                                                                               around the sigil, drumming on
Four desiccated corpses, cocooned in silk. One                                                                                  knock you off your feet.
                                                                                                                                                                the stone. They drum faster as
has a purse filled with 200 gold pieces. Another                                                                                                                the ritual nears completion. The
has a smokebomb and a grappling hook.                                                                                                                           Boneboys’ leader sits in its
                                                                                                                                                                center. In ten turns he will
Luminescent fungus coats the walls and floor.                                                                                                                   transform into the King of
Getting it on your feet will cause you to track it                                                                                                              Nails, an abomination with
everywhere. Getting it on your skin will cause                                                                                                                  steel spines growing out of its
your skin to start glowing, even after wiping the                                                                                                               leathery skin. AC 14, HP 20,
fungus off.                                                                                                                                                     LVL 5, ATK impale (d12),
                                                                                                                                                                MOV 40’, MRL 12, can climb
                                                                                                                                                                on walls.
Heavy wooden planks. They can be moved,
slowly, by two characters.
                                                                                                                                                                A poorly made driftwood
                                                                                                                                                                statue encrusted with silver
Sewer channel. Fifteen feet wide, nearly                                                                                                                        jewelry. Disturbing the statue
impossible to jump. Disturbing the water                                                                                                                        pulls a string that triggers a
anywhere in the sewers attracts the attention of a                                                                                                              block of stone on a chain
huge blind sewer squid. AC 16, HP 24, LVL 6,                                                                                                                    swinging directly into the idol.
ATK four tentacles (d6 each), MOV 30’, MRL 8.
Character hit by two tentacles in the same round
must make a STR check or be pulled under.                                                                                                                       Three lost teenagers. Starving,
                                                                                                                                                                paranoid. They’ve found a
                                                                                                                                                                potion of water-walking, but
North door has been blocked by a barricade.                                                                                                                     they don’t know what it is.
Disturbing it will cause it to fall outwards into the
channel. Inside, several corpses, bloated with
poison. East door barricaded very securely.                                                                                                                     A small shrine to a crooked
                                                                                                                                                                little god, ringed with long-dead
                                                                                                                                                                candles. The idol is worth a
A gas pocket has been building up in this room                                                                                                                  fortune to antiquities dealers.
from deep underground. Poisonous and                                                                                                                            The King of Nails is terrified of
flammable.                                                                                                                                                      it and will send Boneboys to kill
                                                        Waterfall drops down to                  Rusty gears and        Several hammers                         the one who holds it.
                                                        unknown depths.                          chains. A lever that   and a makeshift
                                                                                                 opens portcullis A.    battering ram, as if
                                                                                                 Very loud when         something was trying
                                                                                                 activated.             to break through the
                                                                                                                        north door.
16                                                                                                                                                                                             17
                                                                                           The Keymaster buried his greatest secret, the schematics to the Lock Absolute, in a
                                                                                           vault at the center of his lair. A priceless treasure for any king with secrets to hide,
                                                                                           the schematics have remained untouched for centuries. The vault will open only for
                                                                                           those clever enough to find the four hidden keys and turn the four hidden locks.
                                                                                           The dungeon contains eight secret doors. If the referee wants to make the dungeon a
                                                                                           bit easier, they can make these doors quite obvious but still unopenable until the
                                                                                           party finds the trick.
                                                                                                    Secret room containing the silver keyhole. Turning it
                                                                                                    will awaken 12 skeletons entombed in the niches in the
                                                                                                    hallway, armed with hammers. AC 12, HP 4, LVL 1,
                                                                                                    ATK hammer (d8), MOV 20’, MRL 12
                                             Catacombs. The skeleton            Entrance
                                             of a famous architect rests                                                    Secret room containing 100 gold keys. The
                                             in each of the niches.                                                         stone guardian golem from the room in the
                                                                                                                            southwest corner of the dungeon can sense
                  Secret room containing the bronze                                                                         which one is real and will always pursue the
                  keyhole and a gelatinous cube. AC                                                                         character holding it.
                  11, HP 16, LVL 4, ATK touch (2d4),
                  MOV 10’, MRL 12                                                                                                            Armory stocked with dozens of
                                                                                                                                             spears, helmets, and shields.
     Square pool lined with lapis. The water
     will freeze solid anything it touches in a                                                                                              Secret room containing a dead
     matter of seconds.                                                                                                                      adventurer with the bronze key in
     The central chamber. A large vault set                                                                                                  her pocket.
     into the floor is held shut by four metal lion
     statues, one steel, one bronze, one silver and                                                                            Murals of the Keymaster constructing the
     one gold. Each will release its hold once the                                                                             Twice-Palace.
     corresponding keyhole is turned with a key
     of the proper metal. South of the vault is a
                                                                                                                               Shrine to Saint Kluge, the patron
     statue of the Keymaster, facing north. The
                                                                                                                               saint of obnoxious logic problems.
     statue can be rotated, 90 degrees at a time.
                                                                                                                               Close observation reveals supplicants
     The cardinal direction that the Keymaster
                                                                                                                               have stuffed problems on scraps of
     faces slides open all secret doors marked
                                                                                                                               paper into the statue’s ears.
     with that direction and slides shut all other
     secret doors.
                                                                                                                                                              Secret room with
                                                                                                                                                              the steel keyhole.
     Secret room containing the silver key.
     Secret room containing the gold keyhole
     and a stone guardian golem. AC 18, HP 24,
     LVL 6, ATK fist (d8), MOV 20’, MRL 12
 22                                                                                                                                                                                    23
                                               The tomb of an evil king (whose exact                                                                     All four walls are covered
                                               crimes have been lost to history) has been                                                                in a mural of emaciated
                                               uncovered. Grave robbers are flocking to its                                                              people worshiping the
                                               catacombs, unaware of the evil waiting to                                              Lever to release image of the King on the
                                               emerge.                                              Secret door hidden behind a       the grate over the west wall.
                                                                                                    bas-relief of the vampire king,   spiked pit trap.
                                               Sarcophagus holding a high-ranking noble.            which must be smashed.
                                               Each has a 50% chance of holding a piece of
                                               jewelry worth 1d6x100 coins. If other
                                               adventurers are present, they will already have
                                               robbed any sarcophagi, unless they are
                                               preoccupied with something else. Each
        Murals depicting a king                sarcophagi lid has a sculpture of its occupant
        and 13 nobles, drinking a              carved into it, life size.
        dark liquid from goblets
        while at table.
                                                                                                                                                                         Grating
                                                                                                                                                                       covering a
                                                                                                                                                                      spiked pit trap.
                                                                                                 Stairs leading to the
                                                                                                 floor of the cave.
                                                                    Circles represent pillars         A final sarcophagus
                                                                   holding up unstable                with a plain, blank lid holds
                                                                  construction.                       a corpse clutching a wine                                Trap collects blood and
                                                                                                      bottle worth 3000 gold.                                  funnels it down to the
                                                                                                                                                               vampire tomb below.
                                                                                                  Black obsidian inverted
                                                                                                  pyramid hanging in open cave.