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2023 No ArtpunkCompendium

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0% found this document useful (0 votes)
684 views122 pages

2023 No ArtpunkCompendium

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 122

2

023
ONEPAGE
DUNGEON CONTEST

COMPENDI
UM
ALL1
12ENTRIESOFTHE2 02
3ONEPAGEDUNGEON CONTEST
PRESERVED I
N THEI
R ORI
GINALSUBMI
TTED F
ORM
And Still
They Rise

2023 One Page


Dungeon Contest
GREETINGS ADVENTURERS,
As we turn the pages of the 2023 One Page Dungeon Contest Compendium, we are immersed
in the captivating tales spun by 112 entries—13 from our talented youth and 99 from the
seasoned adventurers among us. This year’s theme, “And Still They Rise,” invited creators to
breathe life into dungeons that echo with resilience, ascension, and the inexorable spirit of
triumph.

Our panel of distinguished judges—Jim, Chad, and Martin—meticulously combed through


the submissions and grappled with the challenge of selecting the most exceptional entries
that encapsulated the theme’s essence. The competition was �ierce, and the creativity
displayed was nothing short of awe-inspiring.

Now, let us celebrate the triumphant winners of the 2023 One Page Dungeon Contest:

Justin Evans - Yay! We won! So now what? (Winner)


You faced the Dracolich in a breathtaking battle, only to �ind yourselves tumbling into a
�looded cavern. As the water rises, navigate the perilous depths and claim your hard-earned
treasures.

Daniel “Salynrad” Sluschny - Recipe for Adventure - Rise of the Undought (Runner Up)
Daniel James - Fall, Rise, Repeat (Theme Winner)
Brandon Evans - Temple of the Sun (Youth Winner)
Lina, Hendrik, and Joaquin - The Shadow in the Sun (Youth Theme Winner)

The diversity of these entries speaks to the boundless imagination within our community.
From epic battles against ancient evils to whimsical adventures, each entry contributes to
the rich tapestry of the One Page Dungeon Contest.

Congratulations to all participants for the dedication, creativity, and effort poured into your
submissions. As you embark on the adventures within these pages, may they inspire new
tales and spark the �lames of imagination.

We extend our heartfelt thanks to our judges, Jim, Chad, and Martin, for their discerning
eyes and thoughtful deliberations. Your commitment is the backbone of this contest.

Prepare yourselves for the next chapter, adventurers. The 2023 One Page Dungeon Contest
awaits, promising new challenges, untold wonders, and the indomitable spirit of those who
rise against the odds.

- Todd
Judges
Martin Thomas
Martin has been playing tabletop RPGs since 1981 and is currently running two D&D
campaigns, including a Moldvay Basic campaign for his 12 year-old daughter and her
friends (plus one dad). He blogs about TTRGPs, and sometimes comics and Star Wars,
at https://daddyrolleda1.blogspot.com/, where you’ll also find a link to his shop with
exclusive TTRPG designs on clothing and accessories.

Chad Vanisko
Chad is old school because he lived it. As a veteran elder, Chad is a surveyor of games
from the ‘70s, ‘80s, and beyond, and relishes in all genres of TTRPGs. When he isn’t too
busy creating evil clerics, fire-breathing chickens, and Minotaurs with god complexes,
Chad enjoys sharing all variety of arcane and nerdly knowledge with his fellow roleplayers.

Jim Reavis
Jim is the co-founder and CCO (Chief Creative Officer) of Spiel Knights. He has been
playing Dungeons and Dragons since 2nd edition, and also has experience in GURPS,
Mage, Vampire, Werewolf, and Pathfinder. Jim is a published author who enjoys reading
George R. R. Martin, Terry Goodkind, and Brandon Sanderson.

Additional Support
Todd Richardson - Contest Host
Todd is the founder and CEO (Chief Entertainment Officer) of Spiel Knights. He has been
involved in roleplaying and board gaming since the days of yore. This included running
the technical aspect of a game and hobby shop, where he wrote custom software to support
the shop. The members of the board game club that gathered there were the first “Spiel
Knights.”

Bohdan Herasymov - Cover Artist


Bohdan is an artist from Lviv, Ukraine who creates amazing fantasy and science fiction
work. In discussions about the theme and the options to represent it, Bohdan chose to
make a classic adventuring advesary: The Lich. The two adventurers arrive just as the
skeleton army is being assembled.
Overall Winner
Yay! We won! So now what? By Justin Evans
You managed to slay the Dracolich! The battle was action packed and you
all looked super cool, but the ruins collapsed, sending you all tumbling down
into the �looded cavern below. Now the water seems to be quickly rising
around you. Time to �ind a way out, while hauling as much treasure as you
can!

Runner Up
Recipe for Adventure - Rise of the Undought
By Daniel “Salynrad” Sluschny
A Necromancers evil plan to asphyxiate a town in bonedust meets an overzealous baker,
mayhem ensues and the heroes are thrown into the middle.

Presented as a recipe in 4 courses.

Theme Winner
Fall, Rise, Repeat By Daniel James

A one-page, vertical dungeon for players that believe themselves unworthy of death,
seeking to rise once more and stand amongst the living.

Youth Winner
Temple of the Sun By Brandon Evans

The characters stumble into the Temple of the Sun. They must face its challenges and
recover the four elemental gems to unlock its treasure.

Youth Theme Winner


The Shadow in the Sun By Lina, Hendrik and Joaquin
You wake up in a room full of diamonds. A sun being tells you that you have to help
him and his people to save the sun from the shadow creatures …
Winners’ Circle
5 Feet High and Rising Tom (Tremendous) Martin

A “Quick-and-Easy” 5-Step Multi-Level Connor & Evan Murphy


Monument to Self Help

They Dug Too Deep Felipe Tuller

Bettie Krocker Michelle Boivin - Carriere

On The Rise P.J. England

Unbidden Ascent Roger A Speer Jr

Keep of the Troll King Larry Z. Pennyworth

The Relentless Dead Matthew Bulleyment

The Stygian Coil: Secrets of the Azagathalus Wyrms Ramsey Hong

The Swarm, The Spore, and the Root Tallis Clark

Honorable Mentions
Sisyphus’ Burdern Adrien Nivaggioli

Enemy Mine Rebecca Bennett

THE INVISIBLE HAND lynchpoet


2023 Dungeon Contest Entries
In Order of Submission

1 Lair of the Lamentable Leech Lord By John Nash


2 Andreas’ Unstoppable Bacchanalia By Tyler Savoy
3 The Crystal Of Emernod By Sebastian Schenck
4 THE INVISIBLE HAND By lynchpoet
5 Sisyphus’ Burdern By Adrien Nivaggioli
6 Where is the Druid? By Adrian Valente
7 Fall, Rise, Repeat By Daniel James
8 You’re Trapped in a Bag of Holding! By Sam Seer
9 Recipe for Adventure - Rise of the Undought
By Daniel “Salynrad” Sluschny
10 The Ghosts of Aramoor By Jason Renslow
11 The Celestial Spark By Simone Biagini
12 The BorderReiver’s Lost Secret By Samuel Armstrong
13 Temple of Truth, Strength & Wisdom By Ed Oliver Jr
14 The Harvester By Steve Kilian
15 Assault on the Spire By Josh Domanski
16 Tiny in the Tower By Teun Veekens
17 Resurrection Rescue By Riley Duf�ield
18 The Musical Arts By Charles-Albert Lehalle
19 Unbidden Ascent By Roger A Speer Jr
20 NitrousDioxyEtamine By Ryan Paul Kelley
21 Those Dreaded Eyes of Mine By Mitch Hyde
22 A Scribe’s Torment By Mark Ezra Stokes
23 Keep Of The Necro-Knight By Edward E. Sutton
24 5 Feet High and Rising By Tom (Tremendous) Martin
25 Yiggna-Tal: The Time Tangled Tree By Dylan Barker
26 The Dungeon of Resurrection By Enoch Bauer
27 Midsomer Goblins By Mark Love
28 Jacob’s Landing By David H. K. Jackson
29 Horse Cave By AnarchyDice
30 Skelevator Pits By Robin Gibson
31 Yay! We won! So now what? By Justin Evans
32 A Good Night’s Sleep By John Orndorff
33 Still The Flames Rise By T. Gumm
All Entries -Continued

34 Anchors of the Lich Sphere By Guy MacDonnell


35 On The Rise By P.J. England
36 Crypt of the Pitiful Scion By Abdullahi Sheikh
37 Revenant’s Rest By Sahh
38 The Relentless Dead By Matthew Bulleyment
39 The Perpetual Tower of Al-Galar By raza6
40 IT RISES By Andrew Cavanagh
41 Temple of Sorrows By Jason R Murray
42 the Tomb of the Loot By Oleg Šuran
43 The Temple of the Void Skull By Kyle Bingham
44 Enemy Mine By Rebecca Bennett
45 Whispers from beneath By Benny Raimondi
46 Gods Will Be Watching By Julian Stanczak
47 The Pyramid of the Gods By William Johnson
48 R.A.T.S. Up The Well By Ian Eller
49 Kobold Recall By Andrew Walker
50 Never May We Part By Bo Ryan Crum
51 Crypte Du Pain By Ali McDonald
52 The Lighthouse By Algan Coskun
53 Dungeon Of The Lonesome God By John Kaniecki
54 The Morphing Caves By Michal Budzinski
55 Curse of the Immortal Isle By Jack Oatway
56 Evil Debt! By Josh Archer
57 The Goblithopter of Skul-Uk By Chris Landergan
58 Temple of the Three Suns By Eshan Mitra
59 Into The Shade By David Huffman
60 The Primordial Library of Elemental Wisdom
By C. S. Taylor
61 Raising Agents By Andrew Foglia
62 A Mission in Time By Cannadark
and Dissenso Cognitivo
63 Keep of the Troll King By Larry Z. Pennyworth
64 They Dug Too Deep By Felipe Tuller
65 Honey Laundering By John MacAree
66 Retake the Temple of the Sun God By Gustavo F. Pedroso
All Entries -Continued

67 The Stygian Coil: Secrets of the Azagathalus Wyrms


By Ramsey Hong
68 Containment Bay By Grace A.
69 The Once and Future Chief By David Stucker
70 Death of the Fairy Princess By Rambling Wizard
71 The Tower of Nothingness By Marcin Łączyński
72 Idogall’s Lighthouse By Tyler Monahan
73 What’s this dam thing? By François Corvaisier
74 Limack’s House of Houses By Jacob Cordeiro
75 Professor Jacquel’s Perfect Tincture By Scott Parker
76 The Ice Airs By David Doughty
77 A Spark of the Past By Olobosk
78 Whispering Bakery By Tatu Niittykangas
79 The Inn With No Out By Danilo Erdeljan
80 Tower of Oximai the Undying By Morris Hansing
81 Sand Pit of the Immortal Snake By Bernardo de Vargas Shiguefuzi
82 Ascension to Apotheosis By Hunter Charest
83 Ascend Nousta’s Tower By Jaclyn Lewis
84 Temple of the Tides By Matthew Peerce
85 After the Fall By Austin Rode
86 The Swarm, The Spore, and the Root By Tallis Clark
87 Returning a God’s possession By Kevin Hinson
88 A “Quick-and-Easy” 5-Step Multi-Level Monument to Self Help
By Connor & Evan Murphy
89 Trapped in the Amethyst Death Mine! By Adam Chafe
90 And Still We Rise By natescottjones
91 The Temple of Lost Bread By Shawn Connor
92 Always Rising By David Gayer
93 The Rise of the Yeast Demon By Cameron Badnell
94 This Elevator is Going Up By Margay
95 Bettie Krocker By Michelle Boivin - Carriere
96 Cottage Bread Canyon By Russell Scarola
97 The Pyramid By Eternal Torch
98 Trials of Fire By Nikolaos Themistoklis
Parousis
99 The FIRE CRYSTAL By John Earegood
2023 Dungeon Contest Youth Entries
In Order of Submission

100-Y Temple of the Sun By Brandon Evans


101-Y Le acque salgono By Arianna Arcari
102-Y Delta 1 By David Nash
103-Y Rise of a King By Alessandro Arcari
104-Y The Shadow in the Sun By Lina, Hendrik, and Joaquin
105-Y The Tomb Of The Sorcerers By Jamie Olsen
106-Y Mayhem of Tergg By Ian Kang
107-Y Mr. Korrigs library By Henry Ferris
108-Y City mineshaft By Chase Peterson
109-Y Titan Skull Dungeon By Redwyrmling
110-Y The Altar of the Wicked One By Xavier Train-Jimenez
111-Y Chest Chance Cave By Jenner Scarola
112-Y And still we Rise. How the Ukanda reach Adulthood.
By Jalen Scarola
Lair of the Lamentable Leech Lord
a dungeon by John Nash

Background
• The nefarious necromancer, Erilak Deathhand, built his lair in the sewers under the city.
• He kidnapped the King’s royal mage, Medea, and coerced the secret rituals of lichhood from her.
• But Medea added a subtle mistake into the spell and when Erilak recited the incantation he was transformed into a Giant Leech.

Wandering Monsters
1 in 6 chance every 2 turns
1. Erilak*, wandering mindlessly
2. 2d4 Zombies, sweeping the floor
3. 1d6 Wights, looking for intruders
4. 1d6 Tiger Beetles, hunting rats
* (Udead Giant Leech. Revives as per a Lich.)

Key
1. Prison Cells ­ Cells secured with barred doors. Chains, rags and bones.
Latrine in the southernmost cell leads into sewers.
2. Workshop ­ Surgical and carpentry tools. Bloody stained workbenches.
Key to isolation (8) hangs on a hook on the wall.
3. Storeroom ­ Wood, leather, nails and screws. Bone Golem is hidden
behind wooden planks and guards a chest of 400 gp and a potion of Giant
Strength.
4. Sunken Crypt ­ Waist high, filthy water. Submerged stone coffins. 7 11. Hidden Safe ­ Piles of coins strewn around the room. Silver jewellery
Skeletons hide underwater. Coffins contain 5 sp and an enamel and gold box floats in a ball of liquid above the centre of the room. 660 gp on floor.
burial mask (860 gp). Silver box is the Leech Lord’s phylactery. Liquid is a powerful acid held in
5. Hall of Shades ­ Polished black marble walls and floor. Shades of the a small anti­gravity field.
dead reflected in them. 1 in 6 chance per turn that a shade will reach out to 12. Study ­ Locked door. Mahogany desk with drawers and leather chair.
grab a PC. Treat as an attack by a Wraith. PCs killed this way are dragged Journal and well thumbed necromantic tomes on the desk. Door key in
into the reflection. Living Room (15). Journal details plans to extract the secrets of Lichdom
6. Library ­ Locked door. Books on anatomy, theology and the occult. from a rival Magus. Key to the Library (6) in the desk drawer.
Door key in Study (12). 3 random spell scrolls amongst the books. 13. Shrine ­ Crude wooden altar, covered in red cloth and skulls. Silver
7. Ritual Chamber ­ Orichalka pentagram set into floor. Old blood stains. symbol of the god of undeath sits on the altar. The silver symbol is cursed,
+1 curved knife discarded on the floor. breaking the fingers of anyone who picks it up. Lever under the altar opens
8. Isolation ­ Locked door. Medea is locked in a cage suspended by a a secret door.
chain over a pool of Grey Ooze. Door key in Workshop (2). Grating in the 14. Reliquary ­ Caskets and canopic jars. Hieroglyphics painted on the
corner leads into the sewers. walls. One of the caskets contains a Mummy, enraged at the disturbance,
9. Settling Pool ­ Low ceiling and slimy walls. Stink of rotten eggs. and the others contain gold embossed grave goods (2700 gp).
Torches flare and spit. Flames will ignite the built up gas doing 1d8 15. Living Room ­ Fireplace, armchair, bed and bedside table with drawer.
damage to everyone in the room (Save vs Dragon Breath for ½ damage). Giant Rat skin rug. Key to the Study (12) in the bedside drawer.
10. False Tomb ­ Stone sarcophagus between statues of the gods of death 16. Bathroom ­ Fine enamel bathtub, sink and toilet. Prising up the
and deceit. Sarcophagus contains gas (save vs Paralysis or stunned for 1d4 floorboards allows access to the sewer below.
turns) and a hunger crazed Ghoul. Statue of deceit twists to open a secret
door.

https://creativecommons.org/licenses/by­sa/4.0/
ANDREAS’ UNSTOPPABLE BACCHANALIA
This adventure site was created to be a gag about Andrew WK’s partying playlist. Some phrases from
song titles: Break the Curse, Fun Night, Girls Own Love, I Get Wet, Keep On Going, Long Live the
Party, Party Hard, Party Til You Puke, Ready to Die.
Andreas Dorian-Kritis (An-Dre-Us Thor-E-An Cree-Tis) rose to Sainthood for a deity
about revelry due to partying so hard that he died but he wasn’t going to let that stop him. St. Andreas
rises every 2d6 nights to party; unfortunately, sometimes other Undead join the party to get a
sensation of life. The Hungry Ghosts known as Pretas have been known to possess party-goers and
dance until their host drops. Sometimes with deadly consequences.
This Adventure uses APL (Average Party Level) to determine its difficulty. Add up the
total levels of the PCs, divide by the amount of PCs and subtract by 1 for each PC below 4 party
members or add by 1 for each PC above 4 party
members. It is an appropriate adventure for any
adventuring party whose APL exceeds 3.
1. PRIMARY ENTRANCE – 10’ X 35’
Murals depict some of St. Andreas deeds; use Andrew
WK’s album covers as inspiration. The northern double
doors lost a door, torn off its hinges.
2. KITCHEN – 30’ X 10’
A great greasy spread with ‘entertainment fuel’ stocked.
3. THE RESTING HOPEFULS – 15’ X 10’
A few bodies of people who partied too hard lay at rest
here. The worshippers hope that they will rise up to join
in St. Andreas’ bacchanalia. The Pretas will arrive here at
first but moving about; depending on how difficult you
want the encounter to be a breakdown is listed to the
right. It is important to remember that if you decide to
have the PCs deal with the Pretas while the party is going
on, their inebriation can make the fight significantly
harder.
4. ANDREAS’ CRYPT – 10’ X 5’
St. Andreas arises from his crypt every 2d6 days. When the PCs arrive, roll a d6 to determine when was the last
time St. Andreas rose and then another d6 for when he’ll rise again. On a 1, he will rise that evening. Or if you
don’t mind coincidences in your game, say that he is expected to rise tonight to inquisitive PCs.
5. INNER SANCTUM – 25’ X 20’ (AVG.)
Pews are loosely organized. The mood is confusing, as the worshippers are solemn in their devotion but their
calling is revelry. They mourn the passing of such a paragon of the party yet they are hopeful that tonight is the
night where St. Andreas will rise again and show them a good time.
6. VOMITORIUM – 25’ X 10’
Once the party is in full swing, party-goers have passed out before being able to get to the dedicated chambers.
7. PRIEST’S OFFICE – 25’ X 10’
Relics of St. Andreas decorate the slovenly office, the desk is the missing front door that St. Andreas tore off.
8. PRIEST’S CHAMBERS – 15’ X 10’
By contrast, the Priest’s chamber is immaculately made. If asked about the incongruity of a messy office, he will
embarrassingly admit to having a reputation to keep. A revelry deity’s office being organized would be a gaffe.
9. COURTYARD – 80’ X 20’
For those who wish to cool off, this is a nice garden; until too many parishioners pass out from partying.

ST. ANDREAS’ ORDEAL


At midnight, Kritis rises, ready to rock and the party ends with sun-up. That gives the PCs six hours to attempt to
survive the ordeal. Every twenty minutes the PCs need to pass a DC 4 + APL Performance Check or fall out of
the groove. Ask what they’re doing to unleash their inner party animal, providing Advantage, Disadvantage or
straight dice to the Performance Check. To get back into the groove, the PC needs to pass a DC 8 + APL
Performance Check; if they fail this, they’re out of the party. The PC can imbibe to gain Advantage on the check
but then they’ll be Poisoned for an incrementing die amount of Performance Checks minus their Constitution
modifier. Small or smaller creatures start with d8s, Medium start with d6s and Large or Powerful Build Medium
creatures start with d4s. i.e. Medium Creature rolls a 4 on d6 with Constitution of +2; the next two Performance
checks will be made with Disadvantage. The next time the Medium Creature imbibes, they would roll a d8.
After each hour or when the PC imbibes, require a DC 8 + APL Constitution Save or gain a level of
Exhaustion.
If the PC passes the ordeal, they gain: +2 Constitution; Party Animal: Heal d4 + Con + Cha whenever
they imbibe; Tireless: Once per Short Rest, negate a level of Exhaustion; and, the Performance Skill, if the PC
already has Performance, they gain Expertise.
If a PC gets the joke of Andrew WK, provide 1 Inspiration.
Northern passage: Probably due to
erosion or a landslide, a dark
passage has been formed here,
which is sloping from the west. In
od for the middle there is a small spring
students searching the abandoned ruins of Emern
Master Hieronymus Nageldräscher has had his l the weather and can also be that fills the passage with knee-high
a powerful artifact that can contro
weeks to find the Magic Crystal of Emernod, of the ruins. water (salt water).
are to investigate the lonely tower at the edge
used as a weapon. A handful of students, today In a small chamber in the middle of
the passage several crabs are
crawling, defending their territory.
Bedroom: old pictures (nautical motifs), a four-poster bed and There are bound to be a few coins in
desk. The floor in the south is covered with water (water flows the mud.
Crystal Room: A hole in the ceiling is the from the door to a secret door in the east). On the table is a
exit of the dark passage, so it's just a small Animated Sword that attacks intruders. (There is a secret door to Trophy Collection: An unlit room with six
drop to the dusty floor (The dark passage the north, behind which is a small chest with great treasures: small columns: 1: A purse that can hold
was also a teleportation to the vaults of Magic Potions, a magic Wand and a glowing Short Sword). 1000 coins, 2: A cube that can sing, 3: A
the Court Mage of Emernod . See "Spiral blowpipe that does extra damage to
Staircase."). The room is lit by a small blue large creatures, 4: Empty. (In reality,
crystal set on a pedestal to the north. It is there is an invisible teacup here), 5:
warm and mold adorns the walls. Empty, 6: Empty (the former vase has
fallen to the floor and shattered).
Laboratory: shelves are filled with all sorts
of jars of mysterious things of dubious Lake: A small dark grotto at the
origin, a small triangular mirror hangs on bottom of which a shallow (30 cm
the east wall and the large table in the deep) lake has formed and is fed
center is overloaded with alchemical with water from a five feed high
reagents and flasks. (In a chest there are platform with a thin rivulet. In the
still healing potions and certainly a magic middle of it sits a skeleton in the
Hammer). (On the table there is indeed the water, looking at itself in its beloved
Crystal of Emernod. Big, huge and triangular mirror and singing a song.
Glitters there in the water a golden
somehow broken.
(magic) ring?
Does it still work?)

Tower attic: Fantastic view of the


Central corridor: It is warm in this damp
ruined field, the camp of Master
and mossy and dark corridor. In the south
Nageldräscher can be seen. Are
is a small alcove is a well and on the south
that a few angry hawks have a nest
wall is a small column (on top of which is a
here. There is probably also a
slot). The floor is covered with water in the
treasure in the nest.
south (it flows down the stairs and
disappears under the eastern door).
Tower upper floor: Partially
Streamlet: A streamlet that ends in a collapsed with crumbling floor.
shallow little whirlpool from the small lake Strange noises from above.
to the west. This is not an exit!

START - Tower first floor:


Aquarium: A large room illuminated by a Abandoned, dirty and rotten. A flap
magnificent aquarium in the east. A small hidden under rubble.
trickle of water covers the floor (salt
water). It originates at one corner of the
Tower cellar: Vines coming through the
aquarium and flows down the stairs to the
walls, empty boxes and two man-sized
north). To the north is a small column with
wine barrels. One of them is a hidden
a slit at the top. In a cupboard there are Magic room: The chamber is cut with two energy
entrance to a tunnel where absolute
old tablecloths, plates and a drinking jug in barriers (cannot be crossed by living matter). On the
(magic) darkness reigns. Continue to the
the shape of a goose. The aquarium is other side are two (animated) armors leaning on a
crystal room.
filled with many wonderful fish and sword, flanking an exit. Next to the entrance on the
fantastically designed, so you can hardly floor laments a friendly ghost, his own skeleton, lying
see the end. Is that a crack in the glass there curled up on the floor (starving). In the center of
there? (The aquarium is really just a the room are two pillars: the northern one shows a Spiral staircase: A long spiral staircase
window onto a coral reef). goose, and at the top burns a blue fire (If with the goose leading to the top. It is getting warmer and
jug from the room with the aquarium, water is scooped the sound of water can be heard. The
from the fountain in the central corridor and thus spiral staircase ends in a small natural
Water or not: When
extinguished the blue flame, the first barrier lowers). cave, whose cave entrance is only a few
examining the aquarium, the
The southern column shows a sun and on the top sits a feeds away and gives a view of a wonderful
glass could shatter and a
black crystal (If the mirrors from the laboratory and small beach with turquoise blue water and
larger jet of water could
from the skeleton), are inserted in the columns in the the endless expanse of the ocean. It is just
flood the rooms. This would
evening, so the adventurers may
mean that the adventurers central corridor and in the aquarium and also the door
to the crystal room is opened, then a bright beam is experience a breathtaking sunset. END
would have to hurry very
quickly to reach the exit in created by the mirrors hit the black crystal and thus the
the Magic Room. A little time second barrier is lowered. See the picture). (When both Written by Sebastian Schenck under CC BY-SA 4.0
https://creativecommons.org/licenses/by-sa/4.0/
pressure never hurt anyone, barriers are gone, the animated armors become active
right? and fight the intruders). More adventures or maps can be downloaded from this website
here: www.smirc.de
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YOU’RE TRAPPED IN A ONE PAGE
DUNGEON BY
SAM SEER

A BAG OF HOLDING! LICENSED


CC-BY-SA 4.O

GM, read the following aloud. Players start here (apple)


You wake up. The last thing you remember is a night out
on the town. Now you seem to be in a giant cave made
of… canvas? There’s a small hole in the ceiling. On the
other side, there’s a huge padlock. To escape, you’ll have
to find the key…
HOLE. A rip in the fabric, too small to fit through. On the
other side, the padlock. Takes a big key. Outside, gray
nothing and howling wind— like being in a stormcloud.
AXE. The shaft as wide as a sidewalk. Ridiculously big, but a
little rickety. Could be dislodged. Would hate to be under it.
BAG. Inside, Korbar the Dwarf, drunk and miserable, wear-
ing ridiculously noisy platemail. Her adventuring party stuck
her in this Bag of Holding during a stealth mission— then
forgot about her. She knows the key is in the secret com-
partment, but is afraid of spiders— especially the big one.
SMOKE. Hard to see through. Smells like burnt rat.
WEB. Extremely sticky. A stuck fly (speaks in a nasally
whine) warns of the spider, then dies.
SPIDER. Huge and hungry for real blood. Am-
bushes when someone is alone or hurt. If things
get dicey, it flees and attacks again later.
MUSHROOMS. Growing in old lint. Very bouncy.
HUGE SKELETONS. The private army of who-
ever owns this bag. They’ll fight anything (even
each other, if given good reason). If destroyed,
their bones click back together in d6 hours.
Sometimes the bones get confused— they’re al-
ways arguing about whose bones are whose.
FLAP. Access secret compartment below.
COMPARTMENT. A sea of broken potions, bob-
bing corks and broken glass. Potion effects (roll
d6) last 10 real-world minutes:
[1] Become a mosquito. [2] Weightless as a helium
balloon. [3] You can only yell [4] You are now a
waiter. When you’re not doing waiter things, you’re in
physical pain. [5] Everything, as far as you can tell, is a
demon. [6] The sea animates into a leviathan.
HELMET. An incredibly valuable helmet. Inside, the key!
*If a hole is torn in bag: howling wind → powerful suction
→ sucked into Astral Plane. (GM, telegraph the danger.)
Recipe for Adventure

Rise of the Undought


4 Courses of daring-Dough-Action
By Daniel “Salynrad” Sluschny Ta
ver
n

Before beginning to serve, prepare a budding, When all is ready, with a grand ritual they will
Also prepare the Baker Golly Ovenrest to bake
bright eyed Necromancer with the grand plan of begin to reanimate the bonedust and wreak havoc
almost all the flour into tasty pastry, bread and
milling his skeleton army down to dust, mixing it in the city, asphyxiating all resistance and leaving
noodles among other things.
with flour and smuggling it into the city. the bodies as intact as possible.

1st Course - You mead in a Tavern


Ingredients Begin by serving the Adventurers a merry Tavern with a bread-based lunch as your Necromancer
◆ A Tavern with good Company outside of Town begins his vile reanimation ritual prompting the pastry to rise and attack the people.
◆ 2d6 slices of unbread (innate at first) Topped After a while, sprinkle the attacking slices of unbread into the Tavern next to the Victims choking on the
with slices of cheese, meat and tasty spreads.
unbread attempting to crawl down the wrong pipe. (Heroes may become Victims as well)
◇ The deal blunt damage on hit (as per
Catapult Spell) or fly into targets mouth to They will die in 1+1d4 Rounds if no Heimlich Maneuver (using appropriate Skills) is administered to
choke them on a Critical Hit. them. How much Time is left can be determined by performing an easy Perception or Medicine Check. If
◇ Defeated with 1 hit or when dowsed. they die they rise as Zombies in the next Round.
◆ 1d4+2 Victims that will soon start to choke To top it off let the taverns cook who is being strangled by the Spaghoulti Monster stumble out of the
from the unbread slices.
kitchen as things are calming down.
◆ 1 al-dente Spaghoulti Monster
◇ Ghoul Stats but weak to slashing, The Spaghoulti Monster will try to grapple and Strangle everyone getting close, throw seering hot
resistant to blunt & piercing. Meatballs at those who try to keep at Distance and no, it does NOT fly.

2nd Course - Following the Breadcrumbs


As a small palate cleanser after defeating (or fleeing from) the Spaghoulti Monster, let the Heroes piece
Ingredients
together what happened.
◆ City Streets in chaos and disarray
Impeccable garnish of the unfolding events (and help from survivors if neccessary) should ensure that
◆ Survivors of the previous course
they conclude that all the freshly made wheat-based food in this area of town has come to life and started
◆ City Guards and distressed bystanders
to murder people.
◆ 1 Very dry Wraifer (A Wraith made of Wafers)
◇ Wraith Stats but becomes weak to blunt Let them ponder at where these baked goods come from and pray they want to investigate.
when being dowsed in Milk, Immune to The survivors or concerned guardsmen could offer a reward to motivate them if neccessary.
non-magical otherwise.
This will be easy if the cook survived, otherwise it may take some targeted questioning to find out that
◇ Attacking when it is dry causes crispy
everything risen to live has been sourced from the same bakery: Ovenrest on Silver Street.
wafershards to get everywhere
itchy, causes disadvantage until a bath has As the heroes head there they will encounter a Wraifer in the streets. They’ll have to either dodge it,
been taken. dowse it in milk, or fight it and get wafered.

3rd Course - A Baker in knead


As the heroes arrive at the bakery, serve them an assault of two half-
Ingredients
baked Sachertoten* that escaped the oven and wobble along the floor
◆ 1 Disshelved and chaotic Bakery like pseudopods. * This is a word play on Sachertorten. Tot means dead in german
◆ 2 half-baked Sachertoten*, escaped the oven
Golly lies in a corner struggling for his life (he's being asphyxiated by a
◇ Black Pudding Stats, counts as Undead and
Bonedust-devil has only 1d4+2 turns to live (counting from the start of
cause no acid damage.
the fight against the Sachertoten*.
◇ Take half-damage until completely baked.
This time a Heimlich Maneuver isn’t going to cut it, however pumping
◆ Baker Golly Ovenrest, choking from a: out his lungs with a bellows, liberal use of magic or turn undead
◆ Bonedust-devil(s) to taste (at least 1) expells the Bonedust-Devil and saves him for now, just for the
◇ Invisible Stalker Stats, counts as Undead monster to attack the heroes instead.
ry

& is killed by any amount of fire.


If the heroes catch on to the fire trick, serve them some more
ke

◇ Always visible (flour in the air), attacks by


Bonedust-Devils and let them feel awesome for instakilling such
Ba

asphyxiating target from inside.


dangerous foes.

4th Course - Bones Round


With most of the bone-flour turned into pastries that can be dealt with or burned to a crisp, serve the
Ingredients
heroes the last remaining question: who is behind this and where did it come from?
◆ A Mill by the River, lying eerily and shrouded
in cloying mists. You can serve them the answer in form of one conveniently labeled sack of flour, or (if all of them are
◆ 1 Necromancer, disguised as a miller burnt, have thee Baker Golly from the last course the mills name. If Golly is unavailable, a choice NPC
close by remembers where Golly has taken the sacks from and if they head there they’ll find a carriage
◆ 1 Zombie that was previously a miller
with the mills name, haunted by some more Undought of your choice.

When they venture out of town serve them the Mill. The Necromancer, in guise of the miller whom he
Mi killed upon completion of the work, opens the door but takes some time as he needs to put his dark ritual
ll on hold (not knowing it has failed due to an overzealous baker)

He’ll try to get the heroes out of his hair by being pleasant and playing dumb at first but will serve them a
beating if they don’t comply, sending the miller Zombie against them. If the fight is too easy, consider
whipping up a few skeletons or more bonedust-devils from the last course.

After the Necromancer and his minions have been dealt with the haunting ends.
There is a chance the heroes believe the necromancers lies and maybe tell him about the situation in town
at which point he’ll know his plans have been foiled and abandon ship right after the conversation.
The Ghosts of Aramoor
4. Deck of the pirate's ship. This is where the lost spirit
A one page dungeon by: Jason Renslow of the captain resides. He wails eerily when disturbed
junkyardtornado.itch.io and bones start rattling. The captains bones along
with all of the skeletons slain (area 3) come together
For any fantasy tabletop rpg system to form a potentially large monsterous menagerie of
bones that seek to drive off the party or slay them. This
released under a CC BY-SA 4.0 license
ghost of bones and sinew will not leave the deck.
https://creativecommons.org/licenses/by-sa/4.0/
There are also 1D6 skeletons on the deck and any of
these slain, the bones will go to strengthen and build
Art is public domain up the captain, as well. The jeweled sword is a more
effective weapon against them.
Created for the One Page Dungeon Contest
dungeoncontest.com Map. There is a trap door in the center of the deck that
The theme of “And Still They Rise” leads down into the hold.
1. The beach outside the cave entrance. The party
may find a few gold coins or a trinket belonging to a 5. Hold of the ship: The hold is filled with gold and
towns person to entice them towards the cave. silver items, mostly stolen from Aramoor's town folk
during the raids by the undead spirits. The spirits of the
2. Tunnel leading into the main cave area, sloping pirates are only a remnant of their former selves, still
downward from the beach area. Recently opened up seeking treasure as they did in life. It is stockpiled here
due to tremors. The path is slippery and much easier to a degree that it has weighed down the ship.
to get down than to climb back out of.
Background
There are venomous snakes down here that will attack
In the coastal town of Aramoor, things have been
3. Sandy ground within the cave. The pirates once if disturbed.
very troubling. Spirits have been visiting the town,
terrifying residents. When brave town's people had a camp on this beach and a few rusted and
confront the undead, the ghosts have fought back worn artifacts could be found, such as pieces of rope 6. Ocean water. At the southern side of this area, the
and refused to leave areas until sunrise. Residents and a rusty lamp. A fire ring with a cook pot. caves extend out to the ocean. The ship was able to
have found their homes ransacked and many are be navigated into this area, and it could float out
threatening to move elsewhere. Buried in the sand are the remains of many pirates. once again, even in its half ruined state, if the hold
After only a few minutes in this area (2D6) skeletons was lightened.
Hook will rise up, adorned in the tattered garments they
The burgomaster fears the economy of Aramoor will wore in life. Bones will assemble and they will charge There is a 50% chance each hour that 1d4 sharks or
be crushed if too many residents leave and also wants recklessly to protect their territory, fighting madly and moray eels will be in these waters.
the terrors to stop. They'll happily hire the party to deal unleashing disorienting screams.
with the problem. Conclusion: If left alone, any slain pirates will rise again
Any slain skeletons bolster the captain (area 4). and continue their torment of the town (2d6 days).
That is, unless the ship can be moved
Some things the party can learn from residents.
More skeletons (2D4) will rise up from the sand every elsewhere. Lightening the hold will result in
• After some recent tremors, many of the coastline
so often if the party stays in this area. the ship being able to float again, rising
areas have shifted and there are new caves.
enough to become unstuck,
• The spirits are stealing items made of gold or silver, or
There is a gang plank that leads up to the deck of the and it could be taken out to
of value.
ship on the far side from the tunnel (area 2). sea (where the pirate ghosts can
• The spirits resemble pirates of old. become a problem for someone
• The caves along the coast were once a frequented else). Town folk will be pleased if
Hidden along the cave wall, half buried, is a chest
hideout for pirates. the spirits are dealt with, but
with a few treasure items. A quality bottle of rum, a
• Ghost sightings started after the recent tremors. even more pleased if they get
finely crafted cutlass with a jewel in the hilt, a very
stylish but somewhat worn pirate's hat. their stolen valuables back.
The Celestial Spark an adventure by Simone Biagini released under the CC BY-SA 4.0 license ( https://creativecommons.org/licenses/by-sa/4.0/ )

In the frozen outskirts of a humble A Divine Guardian The Heart of the Glacier
village, the egg of a Stellar Phoenix The Solar Warden is a resplendent creature Immersed in the deepest recesses of the glacier is
of light and warmth, casting a comforting the Heart of Winter – a mesmerizing core of
has fallen from the cosmos. Its
glow amidst the icy landscape. It speaks not crystalline ice emanating an almost mystical cold.
otherworldly heat boils the river and
through words, but using ethereal images The Ice Mephits, deeply dependent on the frosty
threatens to drown the village in a aura of the 'Heart' for their survival, are now gripped
and profound emotions.
destructive flood. by fear as their life-sustaining source dwindles and
The city elders (unaware of the true It stands as the unwavering guardian of the their icy habitat melts at an alarming pace.
nature of what they believe to be a Phoenix Egg, tasked to oversee its hatching Yet, in this crisis lies an opportunity: the melting
simple meteorite) turn to brave process by Greater Powers. It is aware of the glacier now offers a pathway to the Heart, a deep
potential calamity the egg's hatching could crevasse, a path previously obstructed by thick layers
adventurers, to uncover the source of
cause, incinerating this part of the World, and of age-old ice.
this looming disaster and stop it before The Warden can use the Heart's power to redirect
is open to help divert the birth energy
it's too late. elsewhere. If asked for. the explosion to the Astral Plane.
1: The village A Dormant Surprise
2: Flooded fields
At the core of the so-called Heart of Winter lies the
3: River original route egg of a Remorhaz.
4: Steam swamps This gargantuan beast sleeps within the Heart. Its
5: Partially melted glacier 7 hatching process, hastened by the escalating heat
6: Point of impact from the Phoenix Egg, could be a big problem. The
5 6 PCs will need to address it while the Warden
7: Mephits' cave
performs the rite and tend to the Stellar Phoenix
8: Bullywugs' cave birth. Will they fight or find a way to drag it away
9: Druids' circle from the ritual?

8 A
9

4 B F
C
E

3
E
1 D

2
A: Cave entrance
B: Flooded area
B
C: Crevasse
D: Heart of Winter (+Mephit shaman) B
E: Mephits
F: Ice Toad (has laid eggs in the icy water)
The BorderReiver’s Lost Secret
Author: Samuel Armstrong
The Armstrong’s have hidden their secret for nearly a century. Can you figure it out? Levels 1 to 3.

Random Monster’s Walls and floor Natural Stone

1. Kobolds (3-12) Temperature Cold. Unprotected


2. Rat Swarm DC15 +1 per previous check 1d6 cold
3. Orcs (1 -4 damage. (hypothermia).
4. Skeletons 1-4 Illumination Dark.
5. Animated Armor Special 1. Fey magic makes illusion
6. Zombies 1-4) 20% real in dark. No disbelieve check
7. Carrion Crawler can be made in dark and 20% dam
real. 2. All monsters/traps in Dungeon
8. Ankeg
are Fey illusions. Except Giant
Random Traps Centipede 3. If party wipes on illusion,
they will wake up after 10minutes.
1. Deadfall-CR13-1d8 All illusionary damage will be
2. Pit -CR14 -1d6 (20ft) “healed” but illusory signs of battle
3. Bomb- CR13-1d6 will persist.
(10ft)
Rooms:
4. Runes-ref15-1d8 fire
1. Master Feyvious Walthrous Armstrong Statue and Crypt. Crypt contains
masterwork half plate. Carved Letters in statue sign push in and stay pushed in for 5 minutes after last letter locked.
2. Mistriss Wildenia Elliot Armstrong Statue and Crypt. Crypt contains silk Slippers +5 to stealth. Letters as room 1.
3. Young Master Istclosviedlt Openveld Armstrong Statue and Crypt. Crypt is empty. Letters as room 1
4. Unamed statue of Woman and empty crypt top on ground facing north until puzzle solved then east to room 10 which
opens when puzzle solved. Letters in names rooms 1-3 to open. Fey Wild is Open. Letter to close Fey Wild is Closed.
Closing resets all including letters.
5. Entrance Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) will not raise until door is closed. If anyone opens
door it will close again.
6. Large statue of Fairy with Large ruby eyes. 200gp each. Possesion of they eyes when stepping through Fey portal will
send characters to deep Feywild and inhibit any magic used to find path back.
7. Storage. Crates of Wine.
8. Storage. Boxes of Potatoes, Sweet potatoe and other root vegetables. Box of 4 cure light potions.
Living monstrous Centipede. Large monstrous centipede: CR 1; Large vermin; HD 3d8; hp 13; Init +2; Spd 40 ft.
(8 squares), climb 40 ft.; AC 14 (-1 size, +2 dex, +3 natural), touch 11, flatfooted 12; Base Atk +2; Grp +7; Atk +3 melee
(1d8+1 plus poison, bite); Full Atk +3 melee (1d8+1 plus poison, bite); Space/Reach 10 ft./5 ft.; SA Poison; SQ Darkvision
60 ft., vermin traits; AL N; SV. Fort +3, Ref +3, Will +1; Str 13, Dex 15, Con 10, Int -, Wis 10, Cha 2, Skills, and Feats: Climb
+10, Hide +6, Spot +4; Weapon Finesse
9. Furniture. 3 pieces worth 20gp each.
10. When puzzle solved Secret door to north opens with portal. Treasure room: +1 dagger, +1 shield, potion of cure
moderate, invisibility,heroism,and oil of slipperiness and small box with 30 gold, 75 silver, 19 copper and diamond 500gp.
If diamond is held in hand and portal concentrated on user knows general direction of portal if cursed rubies not within
1000ft.
11. Storage. Boxes of Potatoes, Sweet potatoe and other root vegetables. Real live monstrous Centipede.
Large monstrous centipede: CR 1; Large vermin; HD 3d8; hp 13; Init +2; Spd 40 ft. (8 squares), climb 40 ft.; AC 14 (-1
size, +2 dex, +3 natural), touch 11, flatfooted 12; Base Atk +2; Grp +7; Atk +3 melee (1d8+1 plus poison, bite); Full Atk
+3 melee (1d8+1 plus poison, bite); Space/Reach 10 ft./5 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV.
Fort +3, Ref +3, Will +1; Str 13, Dex 15, Con 10, Int -, Wis 10, Cha 2, Skills, and Feats: Climb +10, Hide +6, Spot +4;
Weapon Finesse
12. All other rooms not listed have a 1 in 8 chance of random illusiory encounter.
Temple of Truth, Strength and Wisdom
The adventurers come upon a stone structure overgrown with vines and DM Note: If any of the adventurers attempt to open or desecrate either
underbrush. As they near the structure, they can barely make out the sarcophagus, this would be viewed as a blasphemous act by the occupant.
outline of a doorway carved into the stone. Above the doorway there is an The King and/or Queen will appear in ethereal form and attack the
inscription in Elvish. It reads “I am the way of Truth”. The inscription is adventurer. If this happens, the King and/or Queen can only be hit with
magical in nature and if read aloud, the doorway opens allowing entrance. magical weapons. Even then, the weapon only deals half damage with
DM Note: There is no other way the door can be opened. each hit. The King will fight as a 35th level Ranger with 200 hit points. DM’s
Once the whole party is inside the temple, the doorway shuts and choice for weapon and armor. The Queen will fight as a 30th level Mage
cannot be reopened. As the adventurers enter, they see statues in the with 150 hit points. DM’s choice for weapon, armor and spells. The
shape of Human Paladins standing at attention on either side of the door adventurer is now in a fight to the death. Roll initiative:
and a short hallway leading to a main hall just beyond the entrance.
1 & 2 – Human Paladins: When animated become 10th level foes with 100
As they enter the main hall, they see a crest carved into the floor in the
hit points, armor class 0, Strength 16 and Dexterity 16. All other abilities
center of the room. The crest will detect as magical if it is checked. There
are 10. They each have a long sword and attack twice per round.
are also four more statues in this room one in each corner. In the lower left,
there is an Elf Ranger; in the lower right, a Human Mage; in the upper left, 3 – Elf Ranger: When animated becomes a 10th level foe with 100 hit
a Dwarf Fighter; in the upper right, a Human Cleric. All four statues are points, armor class 0, Strength 16 and Dexterity 16. All other abilities are
pointing to the crest in the floor. 10. He has a long bow with endless arrows and attacks twice per round.
If one of the adventurers steps on the crest, all six statues animate and
4 – Human Mage: When animated becomes a 10th level foe with 100 hit
immediately attack the group. They will fight until they are all destroyed or
points, armor class 0, Dexterity 16, Intelligence 16 and Wisdom 16. All
until the adventurers are all dead. When one of the statues “dies”, it
other abilities are 10. He has a staff. DM’s discretion on the spells he uses.
crumbles to dust and reappears in its original location. Once it is defeated,
it will not reanimate. Roll initiative: 5 – Dwarf Fighter: When animated becomes a 10th level foe with 100 hit
If the adventurers defeat all six statue guardians, a secret door on the points, armor class 0, Strength 16, Dexterity 16. All other abilities are 10.
back wall will open as the last statue crumbles. Beyond it is another He has a battle axe and attacks twice per round.
hallway that, after a short distance, turns to the left. If the adventurers walk
6 – Human Cleric: When animated becomes a 10th level foe with 100 hit
down the left corridor, another secret door will open. It reveals a small
points, armor class 0, Dexterity 16, Intelligence 16, Wisdom 16. All other
room with a statue in the shape of an oracle standing in the center. Only
abilities are 10. He has a mace. DM’s discretion on what spells he uses.
one adventurer may enter at a time. Once the adventurer is inside, the
secret door closes again and the oracle animates. She will ask the 7 – Magical Crest. 8 – The Oracle’s Chamber. 9 – The King’s Chamber.
adventurer a question (DMs Choice). If the adventurer lies, the oracle will
10 – The Queen’s Chamber.
say “you are not worthy” and the adventurer is immediately teleported out
of the temple to the front entrance. He or she will not be allowed back in. If
the question is answered truthfully, the oracle says “you are worthy” and
the door opens to let the adventurer out and the next one in. This process
repeats for each party member.
Once each of the adventurers has spoken with the oracle, the ones that
answered honestly will hear another door open. This door is immediately
opposite the door to the main hall. It also reveals a short corridor with a
small room at the end. This room, like the oracle room, allows only one
adventurer at a time. When the adventurer enters, the secret door closes
again. There is a sarcophagus in the middle of the room and a tapestry
hanging on the back wall of someone who appears to be an Elven King.
Perhaps he ruled these lands many centuries ago. As the adventurer
moves closer to the sarcophagus, the king will appear in ethereal form. He
says, “Kneel before his highness the King to receive your just reward”. If
the adventurer does not kneel before the King within a short amount of
time (DM’s discretion), the PC is magically teleported outside of the temple
to the front entrance and the secret door will open again ready for the next
adventurer. If the adventurer does kneel, the King will reach out with his
sword and tap the adventurer on each shoulder. As this happens, the
adventurer will feel a slight tingle throughout their body as he/she is
imbued with Strength. (The adventurer’s Strength is permanently increased
by +1 or 20% if already at 18).
Once each of the adventurers has been in the King’s room, they will
hear another door open. This door reveals a corridor immediately opposite
of the corridor to the oracle’s room and also reveals a small room at the
end of the corridor. Like with the Oracle’s room and King’s room, only one
adventurer may enter at a time. When the adventurer enters, the secret
door closes again. There is another sarcophagus in the middle of this room
and a tapestry hanging on the back wall of someone who appears to be an
Elven Queen. Perhaps she helped rule these lands many centuries ago
along with the King. As the adventurer moves closer to the sarcophagus,
the Queen will appear in ethereal form. She says, “Kneel before her
highness the Queen to receive your just reward”. If the adventurer does not
kneel before the Queen within a short amount of time (DM’s discretion), the
PC is magically teleported outside of the temple to the front entrance and
the secret door will open again ready for the next adventurer. If the
adventurer does kneel, the Queen will reach out with her staff and tap the
adventurer on each shoulder. As this happens, the adventurer will feel a
slight tingle throughout their body as he/she is imbued with Wisdom. (PC’s
Wisdom is permanently increased by +1).
After each of the adventurers has been in the Queen’s room, the
original door will open and the adventurers may all exit the temple. Once
an adventurer has entered and then exited the temple, he/she will not be
allowed to enter again.
The stars are turning the color of blood in the constellation of The Harvester…
The sages of the land believe that crops will fail should this process be completed. A mission to the Astral Sea is required to restart the lamps of
the firmament, following the Astral Chains to move between stars. The party enters the Harvester by astral gate, enhanced meditation, dream
manipulation, or whatever means make sense for the setting. If the stars are re-lit perhaps the Harvester may still rise above a plentiful land….
Astral Chains are made of the same substance as silver cords, and tether the stars together as they pass through the sky. Travel between
stars takes as many Astral Cycles as indicated by the number ( , or ) next to the chain-line – terrestrial time has no meaning here. The
quasi-dimensionless chains permit passage in single file only – marching order is key. Allies may exchange positions by each taking an action.

Random encounters during travel on the Chains


(roll 1d12 per Cycle, 1d6+6 on chains connecting to K):
1-6: No event Attack Diagram ( = enemy)
7: 2d4 Chaincrawlers: horrific mandibles, undulating bodies. Fight
in single file. Roll d10 for direction of attack: 1-4 = from the front,
5-8 = from the rear, 9-10 = split front & rear
8: 1d6 Linkweevils: Scavenger pest, can crawl through links of the
Chain to insert themselves into the marching order.
9: 1d4 Skeinscullers: night-black wings, raking talons. Can swim in
the Astral medium, allowing them to attack from “above” (the
middle of the marching order).
10: 1-2 Chromoebas: Shapeless forms of pure color, gain energy by
consuming life-essence, vulnerable to darkness/prismatic energy.
11: Catenariad: armored monstrosity with crushing teeth. Eats and
consists of the material of the Chains, but will also eat life-forms –
if not killed, will break the Chain (rendering it impassible until it re-
forms in d4 days).
12: Cord-dancer: Life eater, an Astral Vampire, ignores marching
order when attacking (but not when attacked).

The Stars:
The Chains connect to the great lamps of crystal and iron that are the
stars. See illustration at right for diagrammatic layout. Diameter may
vary if desired. Characters do not need to march in single file at a star.
A: The Sinister Grip (point of entry/exit): Welcome committee: 3
Stellavores: visible only as an absence in the astral haze (always
have partial cover), attacks cause temporary blindness in addition
to damage (save negates blindness). Stellavores will give chase.
B: Empty, or – once – a confused ape, scorched fur, hungry and thirsty.
C: Bertram’s Hip: The left hand of a Titan lies here. The thumb wears
a 9’ ring w/ an alien inscription on the inside – quite valuable.
D: The Dwindler: a star that is seemingly always fading. Stellavores
will not follow here.
E, F: The Toes: at each of these is stored 2d4 sets of Chainrunning
gear, which cuts the number of Cycles for interstellar travel in half
(round up). If re-visited roll on Random Encounter table.
G: The Tang: An Astral Sloop has crashed here. It is
infested with 8 Linkweevils and a Chromoeba and
needs 2 astral cycles (or less with good skill rolls)
of repair to become operable. Roll on Random
Encounter table once per cycle if this is done.
Functioning Sloop can travel between
stars with no Encounter check. Sloop
breaks down after 4 such journeys.
Sloop can bypass chains broken
by Catenariad.
H: The Blade: The sword Light-
caster is suspended from this
star’s axis-chain, guarded by
4 Chaincrawlers and 2
Skeinscullers. Lightcaster
is a +2 longsword, has
advantage against Stellavores, and can cast Light 3 times/day.
I: The Angel’s Perch: A benevolent celestial meditates below this star.
J: The Devil’s Perch: A malevolent outer-being sits below this star eating a Chromoeba. 3 Stellavores
kneel in obeisance before it and will attack. The outer-being is indifferent unless attacked.
K: The Eye: 6 Stellavores are arrayed around their leader, the Astral Ravager, a double-strength
Stellavore with ability to cast Darkness, Blindbolt (ranged attack, save or go blind for a day), or to
summon a creature from the Random Encounter table (roll d6+6), each 3 times/day. The Astral
Ravager is eating The Eye starting with the blue wavelengths, and can regenerate when within Art and text by Steve Kilian
10’ of the star. The star can be re-lit to its full spectrum using fire, Light, or the like. https://creativecommons.org/licenses/by-sa/4.0/
AREA DESCRIPTIONS
LOOKOUT POST ↔: A small balcony protruding MESS HALL : A large room with stark white
from the backside of the facility, overlooking walls and neat rows of brushed metal
WRITING & DESIGN: JOSH DOMANSKI EDITING: GABRIEL REICH the mountains below. cafeteria tables. A bored looking android
∆ Two Troopers stand guard. stands behind a serving station.
INTRODUCTION ANTAGONISTS ∆ The door into the facility is locked. It can be ∆ A scattering of Troopers and Technicians sit
easily hacked, but one of the troopers has at the tables, eating their meals.
A SCIENCE FANTASY PRISON BREAK THE EXALTED OVERLORD’S ENFORCERS the codes. ∆ A commanding officer lounges at one of the
A spark of hope! Rumors have reached your TROOPERS: The rank and file soldier of the tables, absentmindedly scrolling on a
ears from a trusted contact that the master Overlord’s army. A limited threat individually, COMMUNICATION HUB : A small room filled datapad and chatting lightheartedly with
sorcerer Kelene Hestia survived the Exalted but deadly in groups. with an array of intercoms and vidscreans several nearby Troopers.
Overlord’s genocidal campaign against the designed for processing incoming an outgoing
∆ Identical light armor. Medium blaster rifles. transmissions. ∆ A communication terminal lies along the
Sorcerous Order and is being held prisoner at back wall near the serving station.
the Spire, the Overlord’s secret prison. Hestia TECHNICIANS: Non-combatants with specialized ∆ Three Technicians work at various stations.
would be a crucial ally in the fight against the roles. Pilots, communications offices, ∆ The central command hub for the prison. A ARMORY: A secure storage area for the
Overlord, so it’s down to you to stage a rescue! maintenance personnel, etc. They won’t engage terminal here can be used to access much of facility’s arms and spare armor.
in a direct fight unless cornered, but are quick the prison’s systems, including prisoner ∆ The exterior blast door is locked. It can be
YOUR MISSION: Your contact managed to to call in Troopers for backup.
procure an old map of the Spire’s admin level, records. opened with codes from any commander or
∆ Assorted tools and equipment. remotely through the Communication Hub.
but Hestia’s exact location is unknown. LIFT: A long shaft with platform for quickly
Infiltrate the Spire, use a terminal to find LOADER ANDROIDS: Bulky bipedal machines, conveying personnel to all levels of the prison. ∆ Weapons and riot gear are neatly stacked in
Hestia’s cell, and extract her without getting useful in moving cargo as well as apprehending racks, much of it never used.
∆ Can be remotely locked down from the
yourselves caught. escaped prisoners. Communication Hub. ∆ Four specially designed Loader Androids lie
∆ Extremely resilient. Smash with heavy fists in docking stations along the wall. They
RUNNING THE ADVENTURE: To begin, your group ∆ Must be used to access the Isolation Cells. automatically activate during a facility
must decide on an infiltration plan. Will they and grasp with a vice-like grip.
DOCKING BAY ↔: A platform jutting out from the lockdown, but can be remotely activated
covertly enter through the Lookout Post or TERROR TROOPERS: The elite troopers, intensely from the Communication Hub.
disguise themselves and use the Docking Bay? side of the tower, large enough for cargo
trained and cybernetically augmented for freighters and transports to land.
combat. ISOLATION CELLS: A network of cold, dark
However, not all is as it seems. The initial ∆ Ships arrive at regularly scheduled intervals hallways. Metal grating clanks underfoot.
infiltration should be relatively easy, almost ∆ Heavy armor. Heavy blaster rifles. to offload supplies and transfer prisoners. Secure cell doors line the halls, each with a
suspiciously so. The Overlord’s servants are GOVERNOR CALDANIS SCERAL: The Overlord’s small datapad for opening or locking the door.
cunning and spread the rumors of Hestia’s ∆ Three starfighters lie securely docked on
representative for the sector. Cunning, one side of the platform. There are no guards present on this level.
survival themselves as a lure. Spring one or conniving, and corrupt. The source of the
more of the Optional Complications on your ∆ A dozen Technicians tend to various matters ∆ Hestia’s cell lies within the center of the
rumors of Hestia’s survival. on the platform. Four Loader Androids line hallway network.
party after they reach the Hestia’s cell. Getting
in is easy, getting out alive is hard. ∆ Medium armor cuirass. Heavy blaster pistol. up off to the side awaiting cargo vessels. ∆ Several steps lead down from the hallway
∆ A large blast door leads to Processing. It into the cell. The floor is made of metal
currently lies open, but automatically closes grating and a hard metal bed juts out from
FACILITY MAP during a lockdown. the back wall.
PROCESSING: An open hold for sorting cargo ∆ Every other cell on this level is empty.
THE SPIRE: and processing recently transferred prisoners. OPTIONAL COMPLICATIONS:

DOCKING BAY ∆ Various shipping crates lie pushed up ∆ It’s a trap! Governor Sceral arrives with a
A towering prison in the against the walls.
LIFT mountains of a barren, squad of Terror Troopers.
unsettled planet. Most ∆ A scanning station manned by a bored ∆ All an illusion. Hestia was never here to
guard personnel can be Technician sits at the entrance of the begin with. A hologram of her likeness
PROCESSING found in a central Admin hallway leading into the facility. resides in the cell.
ISOLATION CELLS level. The upper levels of BARRACKS : A grid of hallways. Evenly spaced ∆ A loss of faith. Hestia has forsaken the ways
the tower house general doors lead to small, utilitarian sleeping of the sorcerer and given up her powers.
cells, while the lower levels quarters for the facility’s personnel. ∆ A Traitor in Our Midst. The Overlord has
BARRACKS are reserved for isolation broken Hestia and secretly turned her to his
∆ Each of the rooms shows slight signs of
cells. Most of the initial personalization from its occupant (holos, side. She will covertly report on the group if
MESS prisoners that were sent
HALL posters, small trinkets, etc.). The rooms also taken in.
LIFT here have been transferred have a closet for uniforms and armor.
to labor camps, leaving LOCKDOWN: Triggered if the liberators aren’t
COMM much of the facility empty ∆ Half of the rooms are currently occupied careful during their infiltration or a relevant
HUB ARMORY except for the Oppressor's with sleeping personnel from the opposing Complication is chosen.
most dangerous enemies. shift. ∆ Blast doors close and the Lift is restricted.
∆ In the back corner is a communal lounge Codes will still work, but they otherwise
LOOKOUT TERMINAL with an entertainment terminal that’s been must be hacked or destroyed.
POST
↔ ENTRY POINT wired into the facility's network. ∆ All guards are alerted to their presence.

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by TiniTheMini
https://creativecommons.org/licenses/by-sa/4.0/
sharp claws (of the same size as the PC’s).
turning him into a ghoulish monster with
What did they do to deserve this faith? startled he spills a potion on himself, stop the PC’s.
► Fighting the wizard: If the wizard is 2 brutish regulars (fighters) to try and
stairs... back to normal size. taking the candle by force: Barb sends ►
cages on the first floor and made his way up the ► Drinking the green liquid: Turns PC’s take the candle for a while.
them to his tower. He locked them in small Label read “Enlarge.” Barb a potato from the kitchen they can
making everyone 8 inches tall, the wizard took ► Inspecting the tipped over bottle: Getting the candle: If the PC’s bring ►
After casting a powerful shrinking spell, king, wears a glowing key (frontdoor)). library.
The party has wronged a spiteful wizard! on the floor). The wizard (busy, hastily wor- talk. They sleep between the books in the
Setup: chair (tipped over bottle, dripping green liquid Sir Dirk went or engage in friendly small
of all colors, bubbling, brewing). Table and accepted their fate. They wonder where
Workbenches filled with glassware (potions Talking to other guests: Most folk ►
4. Arcane laboratory Wants: A potato to cook a big feast.
sometimes spends days on the floor above.
to escape (good for business). The wizard
to the wizard’s tricks. Has no idea how
(2 sp). Knows: Everyone here fell victim
with wine (1 sp), a pea (2 sp), breadcrumbs
Barb the barmaid: Sells: thimble filled ►
ves drinks behind the bar (friendly, tattooed).
candle lights the room. A burly woman ser-
Print and fold before using: and adventurers, drinking and eating). A large
Cozy, crowded room (Filled with commoners
Tower Read this first!
3b. The Rusty Thimble Tavern
Tiny in the [backside]
► Opening the cages: PC’s start here.
Easily unlocked by force or lockpicking.
► The labled crate: Reads: “Fluffy’s food”
surrounded by tiny hearts.
► On the table: 3d6 gp, half eaten bread,
half a cup of wine.
► Opening the front door: The door is
magically locked by a powerful spell.
► 4 normal sized rats (now giant to the
PC’s) appear after a few minutes of explo-
ring. They look hungry and agressive.
► Returning to the kitchen: 1-in-6 chance
1. Kitchen every 2 rounds for 1d4 rats. 2. Bedroom 3a. Library
Wooden countertops and cabinets (clutte- Simple bed (unmade). Wooden dresser (dir- Shelves and cases filled with old books (every
red with food, plates, silverware and random ty robes and 1d6 small gemstones, bottom dra- subject). Circle drawn in chalk on the floor
junk). Small cages scattered around the room. wer). Small brown pellets scattered across (strange runes) 5 candles surround the circle
Barrels/crates filled with ingredients (flower, the floor (bunny droppings). Stairecase. (a 6th one appears to be missing). A statue
salt, potatoes, cheap wine, one crate is labeled). ► Sir Dirk (knight, arrogant, boastful): ap- of a scrawny wizard holding a bunny on
Small table with chair (dirty tablecloth pears riding atop a white bunny (fluffy, a plinth (there is a small door at the bottom of
reaches the floor). pink ribbon) Wants: To show off, prove the plinth).
Front door (glowing runes scratched in the himself (challenges strongest PC’s to push- ► Inside the plinth: The small door leads
wood, stained glass window depicting a bright ups and other contests). Knows: There is to The Rusty Thimble Tavern (3b.)
star). Wooden staircase (leads to the next a tavern in the plinth in the library. The ► Placing the missing candle: Teleports
room). wizard does experiments on the top floor anyone inside the circle to the top floor.
and loves his bunny.
6. Armory: Tough quartermaster.
Resurrection Rescue 7. Warden’s Office: Holds keys.
A red, glowing woman begs the party for help. 8. Kitchen: Cook uses strange herbs.
9. Baths: Warm water. Clean towels.
My nieces, twin silkwings, must be 10. Elevator: Operated by serious guard.
freed, so they can resurrect. This 11. “Drowner”: Floods dungeon in 10
compass points to them five sixths of minutes, in an emergency.
the time. I’m sorry it’s erratic. My 12. Class 1 Prisoners: Strange, harmless
sister will grant a wish, if you succeed. abilities. Kidnapped. Plotting escape.
13. Class 2 Prisoners: Dangerous,
Rumors extranatural powers.
14. Garden: Glowing fungus, fish, and
• Mad researchers run the dungeon as plants co-exist. Warm from compost.
part of a secret project (true). 15. Nursery: Hybrid children raised by
• Silkwings are vampires, magicians, or strict governesses.
assassins (false). 16. Class 3 Prisoners: In sleeping
• Silkwings plot to overthrow the king chambers, which transfer powers to the
and General (false). General. Confused when wakened.
• Silkwings serve the good, powerful 17. Sewer Drain: Leads nowhere useful.
“Silk Mothers” (true).
• The mountains are haunted (false). Silkwing Tombs: Twin, silkwing women are
dead in airtight pods. Players need Warden’s
Silkwing Anatomy key and chief researcher’s key to open. Pods
are located in random cells in Level 16.
• Armor and retractable wrist-blades
• Flightless, insectoid wings
Prisoner Generator
• Resurrect after 14 days in a cocoon (if
in safe environment) Roll 1d6. On an even number, the cell is
• Shapeshift into armor for spouse or occupied. Roll again. Even is male.
best friend
The party must travel 10 days through the What is the prisoner’s power? (3d6)
mountains, guided by the compass. Twice a 3. Telepathy 12. Teleportation
day, roll 1d6. On a 1, roll an encounter. 4. Fire 13. Strength
1. Blizzard (stuck for 1d6 days) 5. Cold 14. Creating Life
2. Snow Ape (50% chance of danger) 6. Air 15. Changing
3. Avalanche (lose half of equipment) 7. Metal Species
4. 1d6 wolves (white fur, ravenous) 8. Persuasion 16. Beauty
5. 2d6 guards, leaving for supplies 9. Shapeshifting 17. Telekinesis
6. Frozen corpse (prison uniform, no loot, 10. Plant Growth 18. Flight
and scars from beatings) 11. Healing
A rogue general and his mercenaries run the
dungeon. He experiments on gifted people. The power can be used 1d6 times each day.
Each level, below the elevator, has a spiral Who does the power affect? (1d6)
staircase, 48 cells or chambers, one bath, one
yard, and 8 guards. 1-2: Prisoner (self)
1. Entrance: Guarded by Four archers. 3-4: Friends
Disguised as cliff wall. 5-6: Enemies
2. Lobby: Stacked with supplies. Stairs
lead to Overlook (3).
3. Overlook: Four expert archers. Is the prisoner friendly? (1d6)
4. Hallway: Ladder to Barracks (5). • Even: Yes
5. Barracks: 2d6 guards and 1d6 • Odd: No
researchers. Holds key.

CC-BY-SA-4.0 by Riley Duffield and DiosYubi (https://creativecommons.org/licenses/by-sa/4.0/)


The Musical Arts
Each player controls 2 to 6 characters (corresponding to the minimum between 2 and 1d6). Each of them possesses specific skills.
The main objective is to complete 6 musical challenges one after the other, as quickly as possible or at least complete as many of them as they can. To achieve this, the player chooses the
remaining challenge of his or her choice, selects a character to perform the required skill. The player describes the performance, rolls 2d6, and adds the skill score of the character. If the total is
lower than the required difficulty level, the character cannot participate in a challenge for the next 72 hours (if this happens three times, the character becomes unable to contribute further to the
game). If the total is greater than the difficulty level, the character's performance lasts for 2d6 hours, and he or she earns points equal to the result minus the difficulty level. Once the
accumulated points reach the required success points for that challenge, it is considered solved. Moving on to the next challenge takes 2d6 hours. Multiple characters can take turns participating
in the same challenge if they possess the necessary skills, it does not reset the accumulated points.
This game can be played in two ways: collaboratively, where players share control of the characters, or competitively, where each player manages her or his own set of characters. In the
competitive mode, the winner can be determined either by completing challenges in the shortest total time or by successfully completing the maximum number of challenges.

Baldric, a figure of Seraphina, a vision of Castle Melody Nestled atop a Haven Cadence In the heart of a lush
grace and elegance, ethereal grace, carries magnificent mountain, and mysterious
moves through life her harp like a the castle stands as a jungle, lies an ancient
with the fluidity of a precious treasure majestic guardian of city shrouded in
seasoned dancer. He close to her heart. The the snowy landscape verdant foliage and
wears the knowledge delicate strings seem that surrounds it. IIts enigmatic mist. The
of historical dance to resonate with her stone walls exude an jungle's emerald
and performance very soul, and as she aura of timeless canopy serves as a
practices like a plucks each note elegance. natural fortress.
cherished cloak.
Dance and Performance Practices: 7 Musical Instrument Proficiency: 7 Dance and Performance Practices Musical Instrument Proficiency
Sight-Reading and Manuscript Interpretation: 5 Dance and Performance Practices: 4 Difficulty: 10 Difficulty: 11
Understanding Modal Systems: 3 Improvisation: 4 Success: 7 Success: 6

Tristan, a maestro of In the heart of the In the heart of the


musical finesse,
Aveline's eyes gleam Port Serenade bustling medieval city
Wood Harmony enchanted Forest of Pins
with passion, she
possesses an breathes life into her port lies a vibrant and lies a remarkable
unparalleled gift for flute with enchanting spirited marketplace, wooden city, like a
manuscript prowess, producing bustling with a dream crafted from the
interpretation. He melodies that kaleidoscope of sights, pages of a fairy tale. The
unlocks the secrets of captivate the heart sounds, and aromas. The pine trunks forming the
musical notation with and soul. market square is a true foun- dation of the city's
effortless precision. tapestry of colors. unique architecture.

Sight-Reading and Manuscript Interpretation: 7 Improvisation: 7 Sight-Reading and Manuscript Interpretation Vocal Techniques
Vocal Techniques: 5 Musical Instrument Proficiency: 4 Difficulty: 10 Difficulty: 11
Understanding Modal Systems: 3 Vocal Techniques: 4 Success: 7 Success: 6

Giles, a virtuoso of Gawain, a soulful


Melisma Sands In the vast and Whalesong Isle In the heart of the
musical expression, minstrel, carries his mystical desert, boundless ocean, lies a
possesses exceptional lute like a cherished where the shifting small and enchanting
improvisation skills companion on his sands create an ever- island, a hidden gem
that set him apart musical odyssey. With changing landscape, embraced by the
from the rest. With an gentle fingers that the musicians find vastness of the sea.
intuitive grasp of caress the strings, he themselves in the This tiny haven seems
rhythm and harmony, coaxes melodic tales presence of a Bedouin like a verdant emerald
he weaves flowing from the wooden king. rising from the azure
intricate melodies. frame. depths.
Vocal Techniques: 7 Understanding Modal Systems: 7 Understanding Modal Systems Improvisation
Improvisation: 5 Musical Instrument Proficiency: 5 Difficulty: 9 Difficulty: 11
Dance and Performance Practices: 3 Sight-Reading and Manuscript Interpretation: 3 Success: 7 Success: 7
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The Unbidden Ascent
caelestis salvatore (limit their power)
Location: To find the Resonance site of Caelestis Salvatore, three dice checks
by roger speer must be successful. Examples are:
https://creativecommons.org/licenses/by-sa/4.0/ Investigation/Religion/History/Lore (Intelligence)-finding clues or recalling stories
Survival/Nature/Intuition (Wisdom)-Use news sources, maps, etc.
plutarch apophatic (limit their control) Persuasion/Intimidation (Charisma)- interview or research experts
Collaborative Storytelling: Cast an eldritch incantation as a team. Success: (Spells) To access unknown, supernatural, or divine information.
all players participate appropriately for their character. �e ritual should (Wildcard) Any crazy idea the players come up with.
include: 1. An object most rare. 2. A sacrifice most sincere. 3. A commitment As much or as little Lore may be shared as a result of dice checks:
most vulnerable. 1. �e Resonance site is where a pre-historic people resisted the ascent of the
Knowledge Gained: 1. �e Plutarch is located in a remote location in a Ancient Ones. You now know it is a site on a headland overlooking
mundane region. 2. �e Plutarch eats souls of defeated characters, restoring the coast. 2. It is protected by monsters and spirits driven mad by
its full health. 3. �e Plutarch is the conduit through which the Ancient Ones the ascension event. 3. Somewhere within the Resonance is the
have entered our plane. When its body dies, their divinity will take over the sword: Starfall, a celestial blade cra�ted from
next closest living creature. It cannot be completely destroyed. stardust and imbued with the power of the cosmos. 4. Any player
Challenge: �e Plutarch is a master sorcerer (think Illithid). It is protected who retrieves Starfall is immediately possessed by the Spirit of
by minions = player count. Plutarch has the following lair actions: (d6, on 6) Caelestis Salvatore. 5. �e Caelestis is aloof and believes humans
summon one of three lesser demons from statues. (on d6, 2-3) gusting wind are undeserving of their attention or salvation.
pushes characters 5 �t, possibly into pit. (on d6, 4-5) hallway orbs ignite, Challenge One: Defeat the mad spirits of the Resonance site. �ere are
creating a wall of elemental (fire, stone, water, air) energy until the start of its 2 monsters per player for this challenge. Monsters should be undead,
next turn. (on d6, 1) Screams in torment at the displeasure of its masters. aberrations, or monstrosities that have traits of madness and chaos. Challenge
Resolution: �e Plutarch’s Cirle of Power allows the user to twist Eldritch Two: Players must Roleplay with and strike a bargain with Caelestis.
Divine magic to their will. Once Plutarch loses consciousness it disconnects Challenge �ree: Once the Caelestis is recruited, it draws the direct attention of
from the circle, burning out all magical ability, which is not realized until the Ancient Ones, who begin attacking the party directly. �e Caelestis doubles
regaining consciousness. Bind your soul to the Circle to become Plutarch all attributes, skills, bonuses, and special traits of the possessed player, and
Apophatic, and gain Advantage on any rolls dealing directly with Ancient may speak internally to or externally through that player by the GM.
Ones. Every day, roll d20. On a 1, the Ancient Ones take over your �e Ancient Ones should be level appropriate for a deadly combat
mind your character “dies” to you. encounter.
BEGIN:
1. Entrance/Exit Resolution: Even though the Avatar of a deity cannot be
2.3 lesser demon statues
3. 30�t pit. Fall damage, loot?
1 Cultists completed the
destroyed, your e�fort has pushed it’s existence further
4. Elemental Orbs rituals a month ago, and not
5. Circle of Power the Hegemony, the Order, or the Gods, away from this plane, weakening, but not severing, it’s
6. Flames of Oblivion:
Ancient Ones whisper had any clue. We watched the tentacled power. While the Ancient Ones have an a�fect on your
secret insanities from horrors of the Ancient Ones rise up out of the world, your e�fort here has lessened it somewhat.
the �lames. 2 oceans and descend from the darkest reaches of
4 3 space. We saw the end of everything. You have been
summoned to the Templum Omnium and given a
1. To the Mainland.
2. Monsters & Spirits rise up from these
ancient summoning circles.
3. �e Avatar of an Ancient Old One
mission to save the last vestiges of manifests here. Use appropriate stats.
4. Falling o�f the cli�f is certain death.
humanity. 1. Destroy the Cult Plutarch Apophatic
and sever the connection of the Ancient Ones to
5 human psyche. 2. Seek the Orb of Iridion, who 3
alone has the power to reimprison the Ancient
Ones. 3. Strike a bargain with Caelestis
1 2
Salvatore, a celestial who has the 4
power to confront the deities
directly.

1. Security Team HQ
2. Orb-Room, traps always on
the 3. To the Museum
orb of
iridion 1 2
(limit their connection)

Location: �e Orb is 3
an innocuous gemstone Perform the Ritual while
protected in a gallery at the defending the party from
Museum of Natural History. Security Team reinforcements
Increased paranoia has thwarted any (if applicable). �e ritual consists of:
attempts to retrieve the Orb by A performance: music, dance, poetry
diplomatic means. �e museum’s visiting A request: to Iridion that is very specific and has
hours are intentionally normal. Casing the no loopholes the GM can maneuver through.
museum reveals the following: An o�fering to the Iridion of something psycho-spiritual.
1. �e Orb has 24/7 surveillance by a Security team of magic Ex: future quest, an object of value, devotion/worship
users. (Team size = player count, scaled to meet your player’s Resolution: Idirion, if accepting the ritual, partially binds
combat desire)
the Ancient Ones. �ey cannot enter this plan completely, but
2. �e Orb’s security is threefold, and uses level appropriate DC’s: still they rise to power enough to directly in�luence our reality.
Arcana/Magic: A protection enchantment that alerts the Security Team if
any movement, sound, or light is detected. aftermath You take stock of all your sacrifices, looking on with
Dexterity: A magicked lock. Can be picked by normal means, but the horror as these twisted malevolent beings ascend into your plane of
Di�ficulty is increased. existence. around you, peoples of all nations make peace, old wounds
Strength: A magically created gravity well. Once the Orb is moved, the well are set aside as what is left of humanity joins together for what will
increases, trying to suck the orb into its podium, along with the thief. be a long and painful war. maybe you slowed the invasion, hamstrung
Once in possession of the Orb, the players can perform a ritual to call on the Ancient Ones, lessened their grasp on humanity, but their slobber-
the Iridion to rebind the Ancient Ones. ing, gibbering visage will always be present as your real war begins.
“NitrousDioxyEtamine: And Still They Rise” by Ryan Paul Kelley
https://creativecommons.org/licenses/by-sa/4.0/
(Player character souls come here after death. Allow players to interact before rolling.)
Start: There is a bright light above you; a floating woman beckons you to her; a deformed man cries.
Light: You travel faster and farther than anything into the middle of space, from this vantage point
all is revealed to your soul but nothing is learned only remembered. The Holy Spirit guides you to
your purpose, flip a coin (1d2):
1. Heads; you awaken from the Necromancer’s trance, wearing a chainmail hauberk, your magical
sword hangs at your waist by a belt studded with rubies. The supernatural glow of the weapon is
the only light in this dungeon cell. There is a spiral staircase ahead, a bronze face to the left, and a
pile of bones on the right.
Bronze Face, if you shine light on it it will answer one question before becoming inanimate and falling over to
reveal a sea cave with four sailors armed with cutlasses fighting a giant crab on the sea cave’s beach. They
guard a boat that holds 2 chests and a tied up, Amanda. The boat has 2 oars set up on it, just needs to be
pushed out and rowed to escape the cave. The water has a giant octopus living in it, ready to attack and eat all
swimmers. The moonlight from the outside world is strong enough to see around without issue. From here
characters can navigate by the stars to go wherever.
Pile of Bones, if searched 8 giant plagued rats connected by their tails lash out to protect their
nest, their nest is a purse with a silver dagger and 50 gold coins inside, past the pile of bones is a
room with 10 coffins: 1. Full of gas which knocks out the character if they fail a saving throw it
kills; 2. The skeleton in here rises up holding a dagger, the skeleton will move until destroyed, then
the dagger will start flying and attacking on its own until the characters leave the room; 3. Skeleton
wearing a coronet, it will fight to keep it; 4. Skeleton wearing ring, it will fight for it; 5.
Skeleton with a scimitar that attacks; 6. Skeleton wearing a hauberk, holding a magical sword, that it
fights to keep; 7. Skeleton attacks; 8. Skeleton attacks; 9. Skeleton attacks; 10. Skeleton attacks.
The far wall of the room past the coffins has a tapestry on it that covers a tunnel where 2 lacedons
live, they will eat anyone who opens coffin 1 or looks past the tapestry, continuing through the
tunnel exits out into the nightmare world of lacedons which connects to everyone’s dreams.
Spiral Staircase, at the base of the stairs is a giant snake. The stairs lead up to a
trapdoor.
2. Tails, you awaken from meditation, sitting atop a bearskin rug, a grimoire and wand in front of you. Under the rug is a
trap door that leads to the top of the Spiral Staircase from the dungeon mentioned above. If the wand is used to hit
something it will turn into stone. The grimoire teaches the reader how to read magic, charm people, create a magical
projectile, ward against the supernatural, create a magical lock, create magical giant spider webs, levitate, and reverse
petrification or animate stone. It takes an hour to memorize a spell, after one use it’s unremembered. There is an ape
locked in a cage here, if you unlock his cage, he escapes by breaking out of the window and climbing down the tower
into the city below, this allows the players to do the same, escaping into the thriving city.
Woman: Roll d4 (or flip a coin if the result is heads that is 1, if it is tails, add 1 and flip again, if 4 is reached stop) 1. She
tells you it is not yet your time, you return to your body awake in poor condition. 2. She talks to you about your life
until you are woken up, your character is alive but needs someone to heal them or they need to rest until they are in a
good enough condition to wake up. 3. With her you realize there is something more to reality than one life, while there
is no true end, the life one has is too unique and important to ever let go, you return to life in perfect condition. 4. You
grow bored of absolute knowledge and stray from your guide, until you are brought back to life or are dead, you fly
about the astral plane, unable to interact, except in the dreams of others.
Man: Roll d6; 1. You shield your eyes from his terrible visage, you awaken in poor condition, blind in one eye.
2. You reach out to comfort him, awakening in poor condition, your character’s arm paralyzed. 3. Your
character tries to flee in terror not wanting to share in the man’s pain only to awaken in poor condition
without feeling in one of their legs. 4. Your character awakens in poor condition, forever traumatized by
seeing their soul’s future of pain, unless with the aid of a suppressant, the character cannot sleep again. 5.
The character speaks to the disfigured man, he replies with the knowledge of the afterlife, an endless torment
where your desire to avoid your soul’s oblivion results in having to witness everything you love go wrong, the
Necromancer now controls your body as you watch, as an animated body there can be no end to your evil
deeds until the body is totally destroyed. 6. This cannot be the end, you return to the world of the living in
your astral form, you can be seen by the living, doing so ages them by 2 years while giving your ghost
another day of existence, the touch of a ghost ages the living by 10 years also giving the ghost another day
of unlife, anything within 60 feet of you can be possessed if they fail a saving throw, once possessed the ghost
can live as that character until the character’s body dies, the character’s soul must witness all of this getting
a saving throw once a day to exorcize the ghost, if their body is killed in this way the ghost will absorb their
soul to exist for another day on their own, to hurt a ghost a character needs to be on the astral or ethereal
plane using silver or magic and score a critical hit, the ghost usually has enough vitality to survive 10
successful attacks against them before one really connects and defeats the ghost. This finally frees all the
souls to be returned to the cycle of rebirth including the mind.
The Draker Dwarves discovered a vein of glittering gold and mined it deep,
but something was waiting within that cosmic metal, something with a hunger for sight.
Corridors: all 10’ wide, quarried stone with wooden frames. Each keyed segment is 30’ long. No doors.

Deposits of Gold: Each >£ symbol has 1d6*200gp of gold nuggets visible in the stone.

Mining: Each PC can mine with a pickaxe. One turn = 2d6*10gp nuggets collected. +1 to wandering
monster chances per mining PC. 1:12 this triggers a cave-in towards the exit with a weight equal to 5k gp.
Caved-in material can be mined away with the same procedure, minus cave-in odds.
Wandering monsters: 1:12 chance per Sub-table, 1d6:
turn. Roll 2d6. After 4 hours +6 to the 1. A heavy wind blows out all light sources.
roll and chances. “Embrace the Dark!” A cold voice shrieks.
2.An eyeless Dwarf come hither, he
2. A deathly howl echoes from the deep. contemplates the majesty of the Great Eye.
3. 1d100 bats fly through, 1:6 they attack. 3. A Normal Human, eyeless and wretched,
4. Someone’s laughing, or perhaps it’s the crawls across the floor begging for swift death.
cracking of stone overhead? 4. 1d6 tainted Men arrive. Fungal-white and
5. A wave of dust and stone loosens from eyeless, these 1HD cretins seek blood.
the ceiling, pooling over the PCs. 5. A tentacle bejewelled with eyes. 3:6 it
6. A swarm of 5d10 rats rove by, they drag watches. 3:6 it attacks. On a hit, this 3HD
the remnants of an eyeless victim. abomination drags its victims 30’ a round
7. A scream pours from the dark. towards room 10. It is armoured as chain.
8. A shambling shadow moves across the Within 1d6+1 turns the Great Eye
stone. If investigated, roll again. arrives.
9. A random PC feels something watching 6. The Great Eye. A writhing mass
them, save or go mad for 1d3 turns. of flesh and eyes slides forth. 15HD,
10. There! A pale face in the dark. Gone. it attacks twice with its tentacles, and
11. Save or receive visions from the the once with its mouth, sucking out the
Great Eye; eyeless ghosts haunt thee. eyes of its victim. It is armoured like
12 or >. Something is approaching, roll on plate. It can read minds, project
the Sub-table. illusions, and charm humanoids
KEY once a day.

E. Mine entrance. 1d6 pickaxe lay on the floor. A sign reads: Draker Mine. Someone has
painted over the lintel: HELL. A bucket on the floor contains a gold nugget (10gp).

1. 30’x30’ Miners store room. A journal written in Dwarvish describes the finding of
a rich vein of gold, an archeological discovery, and a horror lurking in the dark. “It feels as
though we are being watched.” 2d6 pickaxes are here.

2. 30’x30’ A cave opens up into a 100’ deep pit terminating in a black pool of fetid water.
Hooks line the wall, one holds a locket containing a smashed human eye.

3. 30’x60’ Archeological dig site. Tarps overlay trenches. Hammers, shovels, and picks.
A strange idol of an eye has been uncovered. Save or receive visions of the void.

4. 30’x60’ Inverse ziggurat of black stone. Reliefs depict reptile-men tearing out their
eyes before a swirling mass. The eyeless corpses of four dwarves are propped against the
south wall. These bodies carry 2 health potions and a +1 war-pick. 1:4 ghostly whispers ask
the PCs to join them. 1:4 a PC astral projects to a random room for one turn (1d10.)

5. 30’x60’ Burnt chamber. Entirely scorched, this room contains a charred skeleton
fused with gold in the shape of a sack (600gp). A chalk arrow points south.

6. 60’x30’ Tar pit. A cask of lantern oil (2d20 flasks) floats in the centre of this inky
pool. Save or be sucked down. The tar is highly flamable; can be used to make torches.

7. 60’30’ Pump room. A vertical brattice goes 300 yrds up to the surface. A locked chest
contains 2d6 dragon fire grenades (fireball). A note in Dwarvish reads, “we can kill it with
fire.” A dead dwarf faces the east corridor holding a grenade. The east corridor has been
blasted, when traversing 1:6 chance of falling rocks; 1d6 DMG + 1:4 chance of cave-in.

8. 60’x60’ Underground lake. Eyeless white eels skirt the water. A case containing a
teleport scroll can be seen below. If entering the cold water roll under CON or go into Corridor Dressing: A beard clotted with blood \ Two skeletons embraced \ An eye painted in
shock for 1d6 turns. blood \ Writing on the wall; “I WANT TO SEE” \ “IT WATCHES” \ “GET OUT” \ A chalk
map drawn on the wall of a random area (1d10) \ A caged canary with no eyes \ An eel roasted on
9. 30’x30’ Altar. Twenty reptile-man skeletons bow before the carved image of an eye, a spit \ A neatly folded pile of clothes \ A pickaxe buried in a skull \ A noose tied to an arch \ An
it’s pupil a gem worth 1000gp. Plucking the gem causes the dead to rise and attack. empty chest \ A mule carefully dissected and laid out \ A chalk circle containing a candle \ “We
went into the dark, all is dark now” \ “It’s pupil is a wreath of gold” \ A smiling corpse \ Six cups
10. 60’x60’ Lair of the eye. A crater lined with a lattice-work of white flesh. Thousands containing mud and teeth \ A set of keys \ A note from MacReady, “it takes our minds, then our
of eyes gaze down. All who enter must save or have their mind consumed by the great eye’s eyes, we have to kill it” \ A broken cart \ A corpse with coal in its mouth \ A satchel containing
core. A meteorite of pure gold sits in the chambers centre (20,000gp.) offal \ A hammer upright in the ground \ A small carving of Thor \ A Dwarven rune carved into
CC BY-SA 4.0 https://creativecommons.org/licenses/by-sa/4.0/ the stone \ An arrow drawn in the mud \ A chopped off arm \ Wax figure of a man eating himself.
A Scribe’s Torment
By Mark Ezra Stokes

Pearly Plover: “My favorite writer, Faustus Quilliam, hasn’t been heard from in weeks! Find out what’s wrong and I’ll treat ya to treats! Auntie Pearly needs her stories!”

1 Front porch: A porcupine made of ink quills (inkcupine) growls at the party. The door is locked.

Weather (d6) Roll every round


1 thunderstorm
2 lovely & sunny
3 heavy fog
4 wind with propaganda fliers
5 snowstorm
6 raining frogs

2 Library: Nothing but walled shelves packed with books. No exit visible. When Quilliam’s seven books are pulled, a passageway reveals itself.

Books (d20)
1 Grass and its Growth Patterns, by Blake Williams 11 Outdated Inventions & Unnecessary Automatons, by Eliza Trill
2 Authentic Recipes of the Firbolg, by Rufus Aurealius 12 Deconstructing Beaver Dams, by Horatio Blast
3 Building Plans for Quaint Homesteads, by Faustus Quilliam 13 101 Crafts with Bird Feathers, by Wanda Everspore
4 Hairstyles of the Halflings, by Dushbo Baggins 14 The Meaning of Facial Expressions in Svirfneblin Infants, by Bram Smithee
5 The Genealogies of Underwhelming Peasants, by Faustus Quilliam 15 Long-Forgotten Words of the High Elves, by Faustus Flagg
6 Rocks, Rocks & More Rocks, by Hamish McLaren 16 The Nuances of International Trade Policy, by Faustus Quilliam
7 Dog Breeds & Their Temperaments, by Darren Osterday 17 A Handbook for Aspiring Fishmongers, by Faustus Quilliam
8 The Scatology of Common Vermin, by Faustus Quilliam 18 Extinct Creatures & Their Habits, by Augie Wilson
9 Bland Foods & Their Redeeming Qualities, by Mick Ralston 19 Subtle Jokes Most People Won’t Get, by Rick O’Shea
10 Dwarven Homes in the Hamdhur Caves, by Faustus Quilliam 20 The Principles of Cyclops Optometry, by Faustus Quilliam

3 Kitchen: The cupboards are bare. A few loaves of bread in various states of mold. Jugs of sour-smelling water.

4 Dining Room: Square table. Single wooden chair. A folded newspaper contains a scathing review of Quilliam’s book, Building Plans for Quaint Homesteads.

5 Study: A desk with empty scrolls; a padded massage table. Each time the party enters the room, a chaos bunny rises out of the table’s face hole. Characters who
place heads in the table’s hole see bizarre creatures & swirling chaos. Then roll for chaos effects.

Chaos effects (d6)


1 Madness (until remove curse spell is administered)
2 Hearing chaos beasts (1 hr)
3 Blindness (1 hr)
4 Can smell color (permanent)
5 Clearly visualizes a great novel plot
6 Will acquire 10,000 GP within d6 days;
turns into maggots d4 days later

6 Guest room: Pristine bed, side table and fireplace. A manuscript titled “Gazing into Madness” is mostly burned in the fireplace.

7 Torture room. Where Quilliam literally beats himself up. The author is here, whimpering as he writes feverishly, bound by black rope. A chaos ostrich pulls the ropes
like marionette strings, making Quilliam do his bidding.

Chaotic apparitions (d6) Roll every five rounds


1 chaos slug
2 spontaneous fireball (8d6 damage)
3 churning black tentacles (difficult terrain)
4 chaos fly
5 room turns upside-down
6 stack of ten peach-pit pies (d4 damage)

8 Master Bedroom. If Quilliam is still alive, he asks to lay him down on his bed, a pile of itchy hay with a pillow. He curses ever accepting that gifted table from that hag,
Pearly. Tells characters they can each have one random treasure from his closet. Opens the back of a ticking grandfather clock and enters the closet.

Treasures (d6)
1 clutch of 6 ordinary-looking ostrich eggs
2 ink quill that casts disguise self spell
3 golden mouth that talks incessantly in possesor’s voice
4 scroll of illusory script
5 +1 cat-o-nine-tails
6 deed to summer home in Glaucenshire

CREATURE STATS:
Inkcupine: medium rodent with inky quills
HP 32 AC 13 Atk: Quill storm (d8, if fail on a DC 12 save) or bite (d4)
(Quill storm does 1d4 poison damage each round.)

Chaos Bunny: small orange-eyed pink rabbit


HP 10 AC 8 Atk: Vomit of bones (d6)

Chaos Ostrich: medium fanged bird with elastic extremities


HP 50 AC 12 Atk: Fangs (2d8 + hypnosis if fail on DC 15 save) or kick (d6)

Chaos Slug: medium mollusk; transports reality with its slime trail
HP 12 AC 5 Atk: Anything it touches with its slime gets sucked into
the Chaos Realm and is replaced with a swirling portal.

Chaos Fly: small insect; causes anything it lands on to lose gravity


HP 4 AC 5 Atk: Whatever it lands on levitates.

https://creativecommons.org/licenses/by-sa/4.0/
5
Five
A hideous alien monstrosity , imprisoned centuries ago,
driven MAD by loneliness. Should anyone have the misfortune
to understand it’s ramblings, insanity checks are a MUST. It
thrashes round the chamber, dealing out crush attacks on anyone
fool enough to get close.
It cannot be killed by normal means, but can be reduced to a
torpor state should the water surrounding it cool to near
freezing.

g
F e e t h ig h a n d r is in Though untouched for
centuries, there is plenty
that will get you killed:
THrEaTS
A derelict temple, devoted to a long a The irate remains of the Undead Librarian stalk
forgotten god, deep beneath the city streets. the corridors, searching for his keys.

1
a Skeletal cultists drag themselves through the
A map guides the party deep into dark on their remaining limbs, clutching nubs of
the SEWERS to a rusted daggers, chittering
huge cast iron wheel. unsavoury thoughts.
Turning it (STR) a6 inch Tentacle Tips
diverts the flow, that have developed
revealing a hatch for a few sentience, severed
seconds... before the wheel rotates by tomtremendous
back and water floods back in. themselves from the monstrosity and formed a
The FIX: someone stays back, peaceful collective, dreaming of escape to a
holding it in place, break the fresh mountain river. Hopefully their
mechanism (STR) or disables attempts at communication by telepathic
it (INT). sucker to the forehead will not be
The hatch (think submarine) will misconstrued as attack.

An d ris ing
automatically seal when the last
PC reaches the bottom of the With the water
diverted in 1,

2 Control Room
ladder.
the temple begins to flood. How
quickly is at the GM’s discretion; use
it to ramp up tension.
The stench of mold &
rot meets the party.
This room is full of Cracking open doors to 6 & 3 will
broken machinery and slow the rise BUT the water is
rotting wood. A winch relentless.
drum occupies the
centre, winding mechanism AND as the level rises, so
broken. A taught cable does the reach of the
descends through a narrow monstrosity’s tentacles :D
hole in the floor. The FIX: Pull the plug!
Once upon a time, the Either fixing the winch (INT
controls operated all the valves check w/ parts) or a
and gates, enabling cultists move herculean act of strength to
freely through and out the temple. pull the plug (AND holding
The winch may be repairable, your breath).

3
library
6
A dry dusty storeroom
A once proud , now (that may soon become very
only so much rotting waste. wet). Home to a melancholic
stone head that struggles to
HOWEVER, a successful search will
find one of the following:
muster any enthusiasm for guests. Will perk
1 A flawed ruby ring; the wearer’s up briefly should anyone tell it a joke.
fingers slowly transform into Offers mostly useless advice but does
tentacles. know how to put the monstrosity into a
torpor state AND that there is
2 A Water Breathing amulet,
might come in useful. an Ice Crystal set
into the face of the
3 Scroll of Strength; altar that would do
lasts d6 minutes.
the trick.
4 Undarr Quine’s book of Additionally there is
culinary delight; 101 a comfy chair which
exotic ways to cook squid. bestows full healing
5 Small Stone Fish; on anyone that takes a
inserting it into the ear quick nap on it.
enables the user to AND a large chest full
understand all aquatic languages. of cultists promotional
6. Ointment of Ahu; repulsive stuff... The wearer is pamphlets for the cult.
HOWEVER with a bit of woodworking, the chest lid could
immune but all within 10’ make CON checks or are be fashioned into a winch handle.
incapacitated, vomiting profusely, last d6 rounds.

7 pool
The cages containing skeletal remains, one boney hand Fancy a dip in the ? It’s cold, in for any
clutches the Librarian’s keys which open all doors, bar longer than a couple of rounds, CON checks or start
the hatch AND marks the bearer as friend. shivering. If you can dodge the tentacles and swim/sink

4
Temple dedicated to a
A nightmarish to the bottom, there’s a 6’ wide shaft to the plug:
Dead Alien God.A black altar rises above a Give that a serious tug (see and rising) and the temple
dark pool. turns into a giant cistern; water drains rapidly, where?
IF the sewer water has been diverted in 1, it gushes
Surely safer than here...
out the wall pipe, the water level rises, lapping over
Gettin g Obvious options: Blow the hatch, flushed
the edge of the pool and begins to fill the room.... down the plug hole, flood the temple and swim up
Tentacles lurk in the dark, attracted to the loud or O u t ? the pipe in 4 OR another creative method your
careless; make a perception check or be subjected to clever players devise.
1d3 surprise attacks.
A sealed stone door leads down to 6;hard pick lock or https://creativecommons.org/licenses/by-sa/4.0/
STR check to crack it open.
YIGGNA-TAL: THE TIME TANGLED TREE
The hermitage of Yiggna-Tal, once meticulously tended by its former 5. TOOL STORE by Dylan Barker
gardener, now languishes in a state of decay and neglect. The wild and
Among the clutter of gardening tools and equipment lies a motionless dried-
untamed vegetation, once carefully cultivated, now runs rampant,
out clay golem. With a revitalizing soak of water, this golem can be
reclaiming the ruins and rising triumphantly amidst the rubble.
animated back to life.
HOOK ● Hidden under a pile of tools is a mechanical claw designed to safely hold
Many people took the trip to the hermitage, to taste the fabled healing fruits and pacify the wasps
of Yiggna-Tal. Now, untended and forgotten, the tree no longer bears fruit, ● Zumric the Clay Golem: curt, helpful, fussy and alone. Will be helpful as
but some elders still remember the stories of the time tangled tree. long as PCs don’t harm the tree. Once revived will set about cleaning and
restoring the rooms. Will chase out Rootlings and engage Tuberstouts.
1.THE SUNKEN COURTYARD Knows: how to pollinate the tree. Knows about the wasp holder but not
A large sunken courtyard is set into the top of a hill. In the centre is a its whereabouts. Bound to this place.
gnarled and ancient tree. The overgrown roots which are scaling the
weathered walls and make for an easy climb into the courtyard. There are
6. FUNGAL GROW BEDS
Rootling nests among the roots of the tree. The mushrooms here have grown out of control, covering the room and
spilling into the corridor. Many are waist-high and will need to be hacked
● The Time Tangled Tree all four seasons within a span of just 24 hours.
through. The room is thick with a mist of spores.
Winter, Midnight - 6 am
● Spores, when inhaled will induce a shared hallucination that tricks the
Bare and slightly shivering. Small iridescent pearls of sap form on the bark, mind that plants are out to get them.
delicious.
Spring, 6 am - Midday 7. THE OPEN HIVES
Verdant leaves grow and blossom falls. The heady scent emanating from Behind a glass door, six parasitic wasps wildly buzz around the room. They
these blossoms clouds the mind. Penalty to all mind rolls. aggressively claw at the door whenever they sense a host.
● Parasitic Wasps - small, hive mind, focused, aggressive. Searching for a
Summer, Midday - 6 pm
living host. If the sting remains implanted in a PC for two rounds a larvae
If the tree has been successfully pollinated will produce 2d6 fruits. They will is implanted. A host will have dreams of connection to the hive mind and
ripen quickly but their lifespan is fleeting. They must be gathered by 5:30 pm a craving for anything sweet. An adult wasp will burst forth from the
after which they will fall and decay. sting site in seven days. (Use giant bee/wasp stats).
Autumn, 6 pm - Midnight 8. QUARTERS
Leaves wither and fall. Beware, the decomposing leaves will inflict black rot Simple, ascetic. A pouch of pipeweed and a diary sit on the desk. Two
to any flesh it touches. Black rot burns any exposed flesh. Rootlings and Tuberstouts are here searching for Rootlings.
Tuberstouts are unaffected.
● Diary of the gardener’s days, including how to pollinate the tree.
● Pollination requires holding a parasitic wasp, located in the hives, up to
the blossoms during ‘spring’. ● Rare pipeweed blend - Smoking it will result in speaking in absolute
gibberish but understanding unknown languages for 1d6+1 hours
● Fruits peach-like, delicate and juicy. They accelerate the body’s
metabolism by one week. All poisons or diseases are cured within the 9. THE RESTING PLACE
day while restoring a full week's worth of lost health. A large plant pot sits the centre in of the room, a skeleton sits half-
2. DRYING CHAMBER submerged in the rich soil. Flowering vines grow through the skeleton and
out into the room. Hidden around the neck of the skeleton is a carved
A circular pool sits in the centre of the room. The water doesn’t glisten but wooden amulet. The room is only accessed by crossing the collapsed
almost appears matte. The room, bereft of plant life, instead features rows balcony. If the PC’s take the amulet the vines will wither and the enraged
of empty jars lining the shelves. Rootlings and Tuberstouts avoid this place, spirit of the gardener will possess Zumric the Clay Golem.
wary of the pool.
● Pastseek Amulet - sleeping whilst wearing the amulet gives the wearer
● Pool of dryness - Anything splashed or submerged with this liquid is murky dreams of what happened in the local area in the past 24 hrs.
instantly dried. Any creature drinking it takes Con damage.

9 7
8
4

6
5
2

ROOTLINGS: stunted, mischievous, and sneaky. While Rootlings


remain still they are indistinguishable from other roots. From their hiding
3 places they enjoy entangling unsuspecting victims. (Use goblin stats).

TUBERSTOUTS: dumpy, lumbering and protective. The Tuberstouts


have taken up residence, having found it a fruitful place to raise Rootlings.
Currently searching for errant Rootlings to take them back to the nest (in the
roots of the tree), they will be aggressive to any who intrude in their home.
2 in 6 chance of being grappled when an attack hits. (Use bear stats).
1
1d4 EXTRAORDINARY SEEDS
3. SEED BANK
1 Turgid Mossball - brews a powerful hallucinogenic tea which is hard to
Scattered across the floor, a mixture of seeds and broken glass jars. Three
keep down. D8 balls.
Rootlings are here, camouflaged among the dried roots.
● Seeds - If collected, rare seeds worth 180gp to the right person and roll 2 Mirror Pod - grows a large bulbous pod that contains a clone of the
on the extraordinary seeds table. planter, mute and able to follow simple instructions.1 seed.
4. POTION LAB 3 Drifting Gasberry- grows 6ft diameter bubbles lace with vines. If cut free
A disarray of potion brewing equipment, ingredients and notebooks litter the the flammable, gases within cause it to float. It can lift a medium creature.
floor and benches. Four Rootlings are here, high on spilt ingredients. D6+2 seeds.
● Hidden amongst the mess is a bottle of exotic perfume (80gp) and a jar 4 Limpid Gutweed - Sprouts a vine-like hand will answer one question
of rich soil - Any seed(s) planted in it will flourish to maturity in 24hrs. through pointing and gesticulation. D4 seeds.

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The dungeon of Resurrection
By Enoch Bauer
1. Locked door, may be picked
with thieves tools or knocked
down.
2. Magical door requires player
It to run straight at it, and they
pass through. If they walk it
blocks them.
3. Portal fountain. If a player
submerges they come up in

on
i
am
and
fountain 4.
4. Same as fountain 3
5. This door can only be
opened from inside.
6. The pedestal of resurrection.
Those who die within the
main dungeon rise up upon
the pedestal restored. There
is no way back to the main
dungeon.
r
Exit • Locked Door
u
• The pedestal of
resurrection

Legend tells of a dungeon where life is restored. Bring a corpse and it will return to life. But the price is
high. Those who would rise must face a fearsome monster before they can enjoy their new lease on life. Sought
by adventurers to restore their fallen, this dungeon is hidden away in the darkest corners of the earth.

Encounters:
Upon entering the first room, the party is met by 2d10 skeletons rising from the ground. Once defeated the party has 5 minutes to
get through the door before another batch appear.
In the fountain portal a pair of kuo-toa live. They will attempt to remove the threat to their home.
In the third room, the party runs into 3 dust memohits. The memohits desire to witness the morbid nature of the cave, and may be
reasoned with. If the party is still intact, summon 3d10 skeletons every minute until they are overwhelmed.

Final encounter:
Once the party is in the room of resurrection, a hydra rises from the dust. The
party Id 10 gold plus 1 silver for every skeleton killed. Any party members who
Start here where dead are restored by resurrection. The party exits from the same place they
entered but are unable to return to the dungeon

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Easy PDF
Jacob’s Landing Electrical
1 Conduit junction
Hull Breach
Emergency
containment
Infestation
Zombification
fungus
Gravity Field
Double gravity
Anomaly
St. Elmo’s
Fireball
Battle scar
Plasma shot
power supply
By David H. K. Jackson Frozen by Nanite artillery
2 Transformers Metalvores Half gravity Reversing time
Jacob’s Landing is a derelict space station that once served as nexus to vacuum shell
interstellar commerce and society. Maintenance Shattered glass
3 Open to space Cockroaches Inverted gravity Memory prison
With the procedure below, use a single "dice block" of thirty-six d6s to access displays
create a twelve room level of the station. Repeat the procedure to 4 Electricians shop Cosmic radiation Advertising Universal Plasma shot crew
No gravity
create several levels for the station. malware attunement field cabin
Electricians Flesh eating Crashed fighter
Drop your dice onto a piece of paper and arrange them as you like. 5 Crashed asteroid Opposing gravity Dimensional rift
storage bacteria ship
Draw squares, rectangles or any other shape around groups of three 6 Tesla coil
Structural wear
Psychic parasite Infinite gravity
Rare crystal Overloaded
dice to create rooms. and collapse formation power system
Read the dice clockwise from the top left and find their matching entry
in the nested tables. Write entries down inside the rooms you drew and Research Lab Reactor Core Training Security Vault Office Smuggling Vault
remove the dice from the page. Laser based Holo-combat Starship AI
1 Nuclear fission Control stations Space drugs
flight gym systems
Draw doors and hallways to connect the rooms as you like. Cryo-frozen pet
2 Pharmaceutical Flywheel Weight room Monarchs regalia Captains office
Empty 1-2 Encounter 3-4 Hazard 5 Special 6 monkeys
3 Chromatic Animatronic Security chiefs
1 Food Oneironaut Electrical Research Lab Antimatter Refined minerals Weapons of war
protoplasm shooting range office
2 Hygiene Rogues Hull Breach Reactor Core Ultrafortified Holo-dance Head engineers
4 Solar sails Medicine Rare art
3 Quarters Squatters Infestation Training protein bars studio office
4 Utilities Survivors Gravity Field Security Vault Dimensional Interdimensional Stolen
5 Squash court Gene library CEOs office
portals batteries merchandise
5 Cargo Energy Phantom Anomaly Office
Contained black Ambassadors Espionage
6 Systems Apex Beast Battle scar Smuggling Vault 6 Gengineering Bacterial plasma Adventure park
hole office equipment

Food Hygiene Quarters Utilities Cargo Systems


Tropical tree
1 Mess hall Bathroom Barracks Water supply Telemetry
frogs
Nutripaste Starship
2 Locker room Mercenary Power relays Engineering
dispenser hardware
Hydroponic Collectible Analytical
3 Cafe Spa Mechanic
garden figurines laboratory
Space elevator
4 Bar Surgical Passengers Cricket farm Spices
tether
Air tanks and
5 Bakery Sickbay Artist Helium Ship hangar
filtration
Terraforming
6 Earth cuisine Laundry Motel Flue Shields
nanites

Oneironaut Rogues Squatters Survivors Energy Phantom Apex Beast


Dirt bag Escaped Dimensional Chrysalis
1 Ghouls Pirates
wayfarers prisoners traveler raptors
Emergency Haunted space
2 Cannibals Smugglers Ravers Assimilators
shelter evacuees dust
Shipwrecked Disembodied Carnivorous
3 Cosmic wizard Slavers Fugitives
aliens neural patterns plant
4 Demon Refugees of a Silicate star Asteroid
Looters Religious exiles
worshipers distant war being parasite
Incapacitated Crewmember’s
5 Psionicist Prospectors Astrologists Tentacled mass
soldier ghost
World eater’s Degenerate thrill
6 Space nomads Alien abductee Photonic spirit Trophy hunter
herald seekers
Horse Cave
Horse Cave Phenomenon, HCP, is of unknown providence or portent. Witnesses described them varyingly:
cave paintings, tricks of the light, half-starved horses, or horse-monsters. Retellings all share the same start,
“I thought I saw a horse.” Horse Cave Phenomena seemed to conform to expectations.
I.Those searching for traps or secrets found HCP to be an illusion or dummy hiding a door to what is
dubbed “Horse Cave 1”.
II.Groups who approached to slay or capture discovered a wily beast with a snake-like neck and too many
legs. Those that subdued the ornery creature found a worthy mount capable of
bearing a rider in battle. Either way, it revealed an opening (Horse Cave 1).
HORSELING HD 9d10 (81)** L 14AC 60ft.* SPD +9 Neck (1d10+4, grapple and
3d6 damage each round), +9 Hoof (2d6+5).
*Trample: When moving, make up to one hoof attack to all in reach.
**Concerns about resistances generally prove true.
III.Where the HCP was aided or rescued, it was a loyal warhorse suffering from dehydration or
malnutrition. Searched for equipment, they found a mundane saddle, horseshoes, and saddle-bag trinkets.
The horse pointed them to a door (Horse Cave 1).
IV.When an HCP was investigated as magical, it tended to confirm inquiries and appeared as
magical or wearing a magical saddle. The magic improved speed (+15ft) and granted mage armor (+3 AC). Assessed for
intelligence, it granted simple speech to the horse. Unusual tests have “revealed” unicorns, kelpies, and more.
Investigation always unveiled a hidden room (Horse Cave 1).
❖Paranoid or suspicious parties found proof: letters, flags, etc. including a guide to a secret door nearby (Horse Cave 1).
❖Those complaining about fairness discovered additional, identical horses nearby.
❖Objects, creatures, and places created by HCP disappeared when forgotten or disbelieved.
❖Scrutinized further, HCP revealed new abilities, provided they did not create
inconsistencies or exceed a 2nd level spell in power.
❖Intentional modifications became recursive. The first change made the horse visibly
deformed or fractal. The second caused it to shift rapidly and then explode, coating everything
in sight with blood only removed by Remove Curse.

“Horse Cave 1”
Back Legs: Awkwardly long stable with stalls. Hay, droppings, and horse equipment of little value. N stall door leads to Body.
Long-Call Whistle hidden in the hay (3/d call a horse you own. It runs at top speed, no exhaustion. Requires viable path.)
Body: Meadow with tall grass, badly painted blue walls, Horse Chestnut tree with a bark door [SW], and painted doorway [NW].
Horse Grass: Thrice as nutritious as other grasses but causes nausea in non-horses. Seeds shaped like tiny horses.
Front Legs: Claustrophobic farrier’s room. Horseshoes cover the S wall. Some are gold. If touched, the shoes attack.
SHOE SWARM: 12d8 (44) G** 16AC 60ft FLY Stampede (3d6, all within space, half if swarm hp<23) **Resistant to weapon damage.
Head: Dirt room with a saddle. Ghostly rider asks three riddles. Answered correctly twice, the ghost vanishes. If attacked, or after two
failures, the saddle dissolves into horse blood and hoof glue slime. Then, a distorted door appears (HORSE CAVE 2).
“How did a courier start riding Friday, gallop two days, and return on Wednesday?” The horse’s name is Friday or Wednesday.
“Wizards strive to crack the sound barrier, but common horse drivers do it every day. How?” Whips break the sound barrier.
“What is lighter than grass, as big as any horse, and can wear its saddle?” Its shadow.
Unsaddled Saddle (Carry max weight and travel 10 hrs. per day, no exhaustion or speed loss. Food & water needs triple).
SLIME: 6d10 (55**) H 12AC 60ft. SPD* *Digest: Grapple all in its space, 4d6 acid. **Split on slashing hit. ***Slashing Immune.

“Horse Cave 2”
Horse Cave within a Horse Cave. It is a disorienting clone of “Horse Cave 1”.
Back Legs 2: Stable of fractal stables, squeezing and crawling is required.
Body 2: Painted clouds look like half-human, half-horse hybrids with bulging
stomachs. Doors will not open until opener’s stomach is full of grass.
Front Legs 2: Full of panicked horses fragmenting into smaller horses.
Cumulative 1d6 damage per round. Piles of fake gold fingernails.
Head 2: Stretched out room. Repeated wet, horse cough. Getting closer to the
door to “Horse Cave 3” causes ears to bleed increasing amounts of horse blood.

REDACTED DO NOT READ.


Groups who checked themselves for compulsions, enchantments, parasites, or curses found nothing. If coated in HCP blood, they found it could now be washed off.
In truth, they became carriers of HCP. Sufficiently detailed descriptions of this aspect of HCP have caused spontaneous infection. Within 1-3 weeks, the
afflicted sneak away to cover an alleyway, nook, cave, clearing, or similar with horse art. They retain no memory of this and then the infection vanishes.
Remove Curse cleanses the infection, but the infected are usually unaware. Currently, vandalism and weather damage keep HCP from becoming invasive.

AnarchyDice Anarchydice.wordpress.com https://creativecommons.org/licenses/by-sa/4.0/cc Flavor Art Created with NightCafe


33. 2 Evil Priests workshopping dogma.
Skelevator Pits 34. Swinging scythe trap. Spider webs.
A dungeon by Robin Gibson
35. 1 Evil Priest eating a roasted giant
Basic Information spider. Her 4 forks and 3 knives are

CC 2023, Attribution-ShareAlike 4.0 International. https://creativecommons.org/licenses/by-sa/4.0/


These halls are 20’ wide and of black stone worth 300gp each. There is 400gp in the
cut in gothic arches 30' tall. A haze in the air hidden compartment of her chair.
causes torches to burn bright pink and twice 36. Altar made of femurs. It hums.
as fast. Rooms are unlit unless specified.
37. 1 Black Dragon eating the remains of a
Doors are made of black iron. Locked doors disapointing Evil Priest. Pile of 3000gp
are difficult to pick, and decorated in three and 34 teal gems worth 100gp each.
patterns, each corresponding to a different
key: Skull, Heart, and Mirror. 38. 2 Black Dragons, mid coupling. Pile of
1000gp, 2 fist-sized yellow gems worth
The elevators are controlled via crank, each
2000gp each, and 40 purple gems worth
car has a crank inside. It takes 10 minutes to
10gp each.
crank the elevator up or down one floor. The
doors automatically open when the elevator 39. Two wall sconces hold unlit black
is at a given floor. Opening them otherwise candles. Turning them while unlit opens
takes the combined strength of 3 people. floor to spike pit trap. Lighting and
Randomly determine the cars’ starting floors. turning them both opens a secret
passage to 42.
Room Key
40. 1 Black Pudding, flecked with pink.
1. Black altar with carvings of dancing
skeletons. It smells of cloves. 41. 5 Mummies. 5 Sarcophagi, each adorned
with 400gp worth of gold, stripping the
2. Entrance. Skull-rimmed scrying pool.
gold off one takes 30 minutes. One
3. Pink altar, bound in fleshy roots. It Sarcophagus contains the Vial of
whispers telepathically to anyone who Dessication. Another contains the
can see it, longing to be free. It infects Scepter of Bridging.
anyone who touches it. Doubling their
42. Black altar covered in knife gouges. Stab
vitality, but quadrupling their hunger.
a blade into it to open a secret passage
4. 7 Zombies. One wears the Heart key on a to 39. Pink roots crack through the wall.
chain around its neck.
5. 600gp in a Black Coffin.
Wandering Monsters
Roll 1d6 every 10 minutes or when an
6. Pool of faintly glowing pink fish. elevator door opens. On a 1, roll 1d6 and add
7. Black altar painted with sewn lips. the current floor to see what you encounter:
Touching it silences the victim for 1 2. 1d6 Skeletons, capering madly.
hour. Pink roots crack through the wall.
3. 1d6 Cultists, drunk, rowdy.
8. 11 Zombies. 2 Porcelain jugs contain
4. 1d6 Zombies, fearful of the living.
100gp each. Two wall sconces hold lit
black candles, turn both to open secret 5. 1d6 Ghouls, reckless with hunger.
passage to 10.
6. 2d6 Skeletons, hunting for sacrifices.
9. 3 Ghouls. Crank for West elevator. 22. 13 Cultists taking turns whipping
eachother with bundles of fishhooks. 7. 2d6 Cultists, 1d6 know one spell each.
10. 10 Cultists copying texts by 3 white
candles. A bookcase full of 30 scribbled 23. 1 Evil Priest. Table scattered with 800gp 8. 2d6 Zombies, infused with pink vines.
manuscripts. The last book pulled out and 35 finger-length black gems worth 9. 1d3 Evil Priests, carry 1d20x10gp.
reveals a secret passage to 8. 120gp each. 2 white candles.
10. 2d6 Ghouls, cannot be outrun.
11. 3 Ghouls gnawing on a horse corpse. 24. 1 Evil Priest playing a harpsichord.
11. 1d3 Mummies, lost, anxious.
12. Black altar covered in lit black candles. 25. Pool of black ichor. Filled by drips from
Turning it opens secret passage to 13. above. The echoes carry too long. 12. 1d2 Black Dragons, annoyed.

13. Swinging scythe trap. Enchanted Item, 26. 9 Zombies barricading the door to 28. 9 Magic Items
Scythe of Disease. White coffins contain 400gp each.
• Scythe of Disease. Any creature injured
14. 12 Skeletons. Dancing in mad circles. 27. 12 Cultists. 7 of them carry jeweled by this weapon contracts a rotting
daggers worth 100gp each. One wears a disease that prevents healing.
15. 1 Evil Priest. Writing on the walls. jeweled mask worth 700gp.
• Censer of Rebirth. By burning incense
16. Swinging bell trap. Skull key hidden 28. Black coffin full of teeth. The door to 26 over a corpse, its soul can be reinstated.
within. A false wall panel hides a tight is blocked from the other side. Any mortal injuries or decay on the body
crawl to 19. are filled in with pink jelly. The target
29. 3 Evil Priests studying spellbooks. Two can never again be returned to life.
17. 10 Cultists. 2 carry jewel-encrusted wall sconces hold lit black candles.
swords worth 700gp each. Turning both opens secret passage to 31. • Vial of Dessication. Drinking water from
18. Black altar etched with a labyrinth. this vial instantly dries out a body into
30. Pink rimmed pool of mercury. The mirror dust. By pouring water from the vial onto
19. Empty black coffin whose false bottom key is hidden under a hollow flagstone. the dust, it reconstitutes into the same
hides a tight crawl to 16. 31. Three-skulled idol made of 4000gp worth creature, alive and well.
20. 6 Ghouls. All 12 Eyes are replaced with of solid gold. In one hand it holds the • Scepter of Bridging. A lens in the head
pink gems worth 300gp. Cranks for both Censer of Rebirth. Kneeling before the can focus a light source into a flat beam
elevators - the East elevator crank is idol opens secret passage to 29. of solid light that can be walked across.
stuck with fleshy pink roots. 32. 12 Cultists doze in 7 beds. 13 small black The beam's length is equal to the light
21. Spike pit trap. The haze is thicker here. chests each containing 200gp. source's range. Not usable in sunlight.
Yay! We won! So now what? by Justin Evans
With bravery, some skill, and a whole lot of luck you managed to slay the dracolich that had taken over the ruined
fortress of Dwemerhold. The battle was action packed and you all looked super cool … buuut … the ruins collapsed
in the battle, sending you all tumbling down into the cavern below. The thigh-high water at the bottom cushioned
your fall a bit, but now the water seems to be quickly rising around you. Time to stop listening to flavor text and
find a way out … while hauling as much treasure as you can of course!
Corrupted Shrine L4
The shrine and magic circle have been corrupted by

EXIT! the Necromancer. He has trapped a demon inside to


do his bidding … who might be bargained with.

Undercroft L3
The Treasure The crypt for the nobility of Dwemerhold,
Cult Temple L4
The party starts with 20 treasure. desecrated by the Necromancer when he raised his When the Corpse Knight isn’t busy doing
Corpse Knight. The remaining spirits are vengeful. stabby things for the Necromancer, he
If a character fails a skill roll but they
usually hangs out here bragging to cultists.
still want to succeed: lose 1 treasure
If a character would die but leaves Reflecting Pool L3
some treasure behind to avoid death:
lose 3 treasure Dead lights float and beckon... Quarters L4
Until recently the
If the water level rises and floods the
Necromancer served the
level they are on: lose d6 treasure
Catacombs L3 Dracolich. Now he’s
probably super mad!
Burial niches where the faithful of Dwemerhold had
been laid to rest. Some of the occupants have been
animated by the Necromancer to deal with goblins.

Embalming Room L3
The Sneaky Tunnel L2 The Necromancer uses this room to animate the
dead. Most recently he has been working on
The goblins are working on a tunnel to try to sneak something that combines a mix of ’spare parts’...
around the Necromancer’s experiment. A few good
whacks could open up a crack into the Catacombs.

Goblin Camp L2
The Rising Water
The band of goblins have been raiding ‘loot’ from the
The caverns are flooding and the party tombs above, but recently the tombs have been plagued
will have to move quickly. The water with undead. They’ve barricaded the stairs leading up.
rises one level (starting with Level 1)
every 60 minutes of play. Not in-game
time, actual play time. Set a timer.
Rat Pen L2
When the water rises, the party has
to scramble and swim as fast as they
Start Here! Junk Garden L2
This is the goblins’
Them’s good eatin’ ... and
they will probably swarm if
can. In the process they will lose d6 trophy room to show the gates are left opened!
treasure. Then the GM moves them to Natural Chasm L1 off all their ‘loot’ and
a starting point on the next level up. Now filled with debris and a dead dracholich ... it also doubles as a
q Water Level 1 (L1) which is preventing the water from draining. garbage pit.
q Water Level 2 (L2)
q Water Level 3 (L3)
q Water Level 4 (L4)
Waterfall L1
There are pillars here that are more
Epilogue ancient than the ruins above. Water seems
Underground River L1 to be rushing from the crack in the stone
Once the party finds the exit, together
A Deep Elf scouting party came here after hearing with more force than normal.
answer these questions:
Muck Pit L1 the battle with the dracolich. The collapse blocked
Who is doomed? For every 5 treasure
their path home. They eye the party’s treasure.
lost, one character is doomed to an Filled with nasty
unhappy ending. Roll dice to see who. sludge and glowing
Who betrays whom to get more
mushrooms. A thrown Credit and Licensing Influences
mushroom will release
treasure? sticky glowing spores. Map created using Dungeon Scrawl Open Beta v1.5.1 CC0 The Shadowdark RPG
What do the rest of the characters Map artwork by Mark Gosbell CC0 The Forbidden Island board game
do with their riches? Additional artwork licensed through Shutterstock Lots of past great one-page dungeons
Created by Justin Evans under a Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) license (https://creativecommons.org/licenses/by-sa/4.0/)
The Village
Rumors
A Good Night's Sleep
While in the Village, the adventurers will be affected by the
GM Overview
A wizard, frustrated with wasting time sleeping each night, crafted a spell to borrow just a bit of
sleep draining spell. rest from each member of the village. Cast correctly the villagers would never have noticed, thanks
1. People have had trouble sleeping in the village for several weeks. Almost to the resonance crystal (in the kolbold's mine) used to channel the spell. However, the wizard's
everyone wakes up tired, some have insomnia. spell when awry. The villagers are being deeply drained of their rest, the wizard has fallen into a
2. A week ago, someone went totally mad after being awake for days. deep slumber, and the kolbolds are energized beyond what is healthy. Can the adventurers destroy
3. A group of kolbolds are mining North of the village. They are surprisingly the crystal before they too are unable to get a good night's sleep?
friendly and trade with the villagers.
4. A wizard used to work from a hut west of the village, but she hasn't been
seen for weeks.
The Kolbold Mine While in the Kolbold Mine, the adventurers will feel
overly energized due to the resonance crystal and spell.
The kolbolds working these mines are determined to forge friendly relations with the local
5. The kolbolds have been having more than usual to sell in the past few weeks,
villages. They will be cordial with adventurers, but suspect them of attempting to take
including rare gems they have never trafficked in before.
possession of the treasure cache. They may allow access to the crystal with the right reasoning.
6. (false) Someone swears they saw a kolbold sneaking around town in the
middle of the night. 3. A long abandonded treasure cache recently rediscovered.
1. A very plain and humble
The kolbolds have been slowly selling its contents, but are
The Wizard 1
hut with a dirt floor, fire
pit, shelves, and bed. A
paranoid someone will take it by force.
4. A humid room
with a large pool
hidden door leads to the fed by a waterfall in
Wizard's true home. the Northeast. The
2. The Wizard's true 4. A fine bedchamber. 3 resonance crystal
living chambers. Two The Wizard lies in an
4 "C" is under 10 feet
constructs amble unwakable sleep. A of water, glowing
about. They are gecko familiar will softly.
generally friendly but 2 explain the spell gone
will try and stop awry and plead for the 1
anyone from adventurers to destroy 2
advancing further. the crystal in the
4 kolbold mine.
1. The kolbolds have set up
3 2. Old mining tunnels the kolbolds
this chamber as their main
have been excavating. Small veins of
office. The adventurers will be
rare metals are present, but the real
lead here if they wish to speak
prize is the recently rediscovered
3. A workshop with long desks covered with alchemical and with the mine supervisor.
treasure cache.
mystical apparatus. Searching may reveal something of value.
By john@hermitofthevalley.com - Licensed CC BY-SA 4.0 (https://creativecommons.org/licenses/by-sa/4.0/)
Anchors of The Lich Sphere
29 Released under the Creative
9 Commons Attribution-
ShareAlike 4.0 International
(CC BY-SA 4.0) license
30
https://creativecommons.org/
8 licenses/by-sa/4.0/
8
12 Yugralla Illustration by Jessica Belm Goblins, with their Anchor in
18
9
The Situation: Adventure by Guy MacDonnell Ceilings, Floors, Walls
dungeon room 1, start with
Dungeon Interior
5 s 21 The Lich Yugralla built this place to protect her treasure and phylactery. Goblin Range access to 5 rooms increasing
21 6 29 She bent space itself to form her lair into a perfect sphere. up to 17 as other factions are
s Demon Range
s 4 Yugralla's Treasure destroyed.
16 6 s She bound a variety of creatures to magical Anchors, fixed vessels that
s keep her dungeon filled with monsters. They are limited in range but
14 share a power source. Even if destroyed, every other Anchor takes a
27
3 20
6
20 4 Start greater share of the power and their ranges increase. There are six
16
s
here! Anchors positioned around and below the dungeon.
Unit 13 -
26 14 Goblins (Go) and Rat-folk (Ra) consider this a second chance at life 49.998 m
3 24 since they were stolen from their afterlife. Giant Ants (An)
s
behave as ants. Skeletons (Sk) and Ghouls (Gh) mindlessly
27 29 serve Yugralla. Demons (De) seek to dominate the dungeon.
1 s 4
19 When a monster's territory overlaps another's the greatest
15 monster scares away the lesser ones.
3
22 7 When all Anchors have been destroyed the dungeon's
16 13 28 treasure will reveal itself with a route to the very centre.
s
27 23
13 In the centre there is no gravity and gold floats everywhere.
11
2 Yugralla's flawed phylactery has remade her incorrectly. Only
30 23 28 now that the Anchors are destroyed can she use their central
23 10 28 power source to regain the faculties she needs to
s The Demon's Anchor, being deeper, has them start
remember the magic to fix herself. But first
10
This map's room 12 17 she must destroy these heroes! with no access to the dungeon but they have the
number layout can potential to increase their range to the full 30 rooms.
s 29
be visualised on a 7
u .

Remember, only
yo erin or r th eas ure
fig g th you ir w re,

11 When entering a room check the table to see potential encounters. When a faction is destroyed
an Anc ill, l.

All pow he m ate y m eas


k il

D30 25
,

T gre e b y tr
ur
an r.
d r ho
co

skeletons within range


e

th asu ts m

The brand used was 9 advance to the next level of Escalation but strike through the now missing factions. They are gone!
Me otec
r
e
e

5
pr

of the Skeleton Anchor


ht

"The Dice Lab" 25


e
ur

Room Escalation: 0 Escalation: 1 Escalation: 2 Escalation: 3 Escalation: 4 Escalation: 5 Rm


25 can animate. 8
1 Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De 1
30
17 2 Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De 2
5 30
3 Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De 3
5 4 Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De 4
1. The Goblin's Anchor stands proudly surrounded by red velvet ropes.
12 5 Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De 5
Surrounding that are grotty goblin tents and Caves. Respect the velvet! 6 Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De 6
2. Yugralla had written her own heretical ponderings of the divine cosmos. Clearly 16. A skeleton with a shield sits its atop a skeletal horse. He possesses passers by. 7 Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De 7
her lichdom involved tricking the gods. But investigating her theology shows flaws. They cannot animate unless the Skeleton Anchor's range has increased. 8 Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De 8
3. A ritual bath contains cold and slimy water. A silver ewer sits beside it. 17. A sandy room contains a ritual bath which is full of ash. Blue cloths hang on the 9 Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De 9
4. Wet straw sits upon a sagging joisted timber floor. A feasting table is filthy with walls and cover the entrances. Yugralla purified her living body here. 10 Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De 10
the remains of old food. The Anchor is concealed under the floor in a crawlspace. 18. A thick chain in the centre of the room runs from floor to ceiling. Weight on the 11 Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De 11
5. Yugralla's floor poem: "All your fight and rancour, powering the Anchor. The untrodden floor next to the chain will bring the ceiling down. 12 Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De 12
more you kill, the greater their will. Measure by measure, protects my treasure." 19. A goblin farm of worms and mushrooms is lit by stinking candles. 13 Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De 13
6. Living quarters here have not been used in some time. Notes here are of 20. Bone walls and a vaulted ceiling built of bones. A sarcophagus containing 14 Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De 14
Yugralla creating the Anchors to protect her treasure. She was mortal then. beautiful armour is trapped. Spears fall from the ceiling when the lid is moved. 15 Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De 15
7. The room contains shelves of ancient texts of demonology. Most are damaged 21. A pit lined with broken bones, broken weapons and scraps of destroyed 16 Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De 16
by moisture and mould. It says that Yugralla's Demons are bound the deepest. equipment. The Skeleton Anchor is at the bottom protected by many bone arms. 17 Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De 17
8. Sealed gibbets contain animated skeletons who can only alert more skeletons. 22. Crater-like baths, some smell of sulphur, others bubbly and pleasant. 18 Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De 18
9. Alchemical instructions are written inside the skull. They say of Anchors drawing 23. Tunnels are centred around a large sugar deposit. It is sweet and filling. 19 Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De 19
from a central power source and a potion recipe to temporarily break the bind. 24. The room contains a hidden whirling blade powered by a great crank. 20 Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De 20
10. A vast depression is surrounded by ant walkways. It is dusty but the soil is 25. A great bank of sand is compressed to the ceiling of this room ready for the ants 21 Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De 21
compact. The Ant Anchor is hidden in the depths along with the Queen Ant. behind the wall to drop a whole dunes-worth onto hostile invaders. 22 Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De 22
11. Ant passages run in all directions. Ant eggs occupy the end points. 26. A blasted library, soot stained from a history of explosions. Goblins love to play 23 Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De 23
12. A large red sword sits upon the mantle of a disused hearth. Obviously cursed. here and treat Yugralla's books as toys. A magic orb lights the space. 24 Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De 24
13. Giant ants have dug upwards here to test the limits of the Anchor. One 27. A stone stair leads to the Ghoul Anchor. It is frosty and stinks of death. 25 Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De 25
passage contains a body of an adventurer with magic climbing boots. 28. The Rat King Rudy's throne room. He wields the Dagger of Evel. 26 Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De 26
14. A place of ritual sacrifice presided over by a threatening looking rat statue. The 29. Rat shops trade rare goods. They seek an alchemist for the fabled potion that 27 Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De 27
room is heavy with brazier smoke and perfumed censers. would temporarily unbind them from the anchor. 28 Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De 28
15. You enter the dungeon via a spiral staircase. An albino rat wishes to tell your 30. A runed pit is surrounded by burning braziers. An aura of menace emanates 29 Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De 29
fortunes she wishes you to give up on the treasure and instead buy crystals. from the depths. The Demon Anchor is guarded below. 30 Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De Go Ra An Sk Gh De 30
Crypt of the Pitiful Scion
By A. A. Sheikh (the Lady & Tiger)
Map by Dyson Logos
Creative Commons — Attribution-ShareAlike 4.0 International — CC BY-SA 4.0

Background
The nobles of House Grimhilde were capricious & cruel. Lord Aldwin, fearing divine
punishment, made indulgences to a myriad of holy men in hopes of buying salvation.
Upon his death, however, the gates of the empyrean remained closed. His soul was
returned to his rotting corpse, embittered. In fear, his former subjects set his ancestral
home to the torch, with his house’s treasure lost to the crypt below. Some even say the
last lord still haunts his lonely halls. But you won’t let that stop you, will you?

Hooks
1 → Jocosa, witch of the Gravenweald, covets the Book of Maladies, able to cure any
disease.
2 → Abbott Haima seeks the return of the sanctified prosthetic of his monastery’s
namesake.
3 → A letter of unknown provenance delivered to a PC declares them heir to House
Grimhilde.
4 → Tenny, reeve of Hull, orders the Badluck Brothers captured, thought to lair within
the crypt.
5 → Magister Odo, the duke’s physician, desires the healing blood of House Grimhilde.

1 – Entrance Hall. 5 – Patriarch’s Vault.


The clinking of shackles echoes throughout the Your breath becomes visible as the temperature
hall. plummets.
Wight → Petros, grinning seneschal of the manor Glass casket → perfectly preserved corpse of
above. Kills “thieves”. Wears frayed, vintage the founder of House Grimhilde. His eyes follow
finery. Will be slain if the demon in (8) is freed. intruders. Plaque reads, “Egon the First”. Grips
Ghoul → Hob, the eldest Badluck Brother. Slain the ornate Book of Maladies to his chest. Able to
and reanimated by Petros. transfer any illness or condition from one
Statues → broken statue plaque reads, “Aldwin bestower to a willing recipient.
the Pious”. Other plaques defaced.
Western pool → shackled shades endlessly 6 – Armory.
surface & shuffle towards (6). The din of fighting resounds from further within.
Busted weapon racks → one in each corner.
2 – Statue Hall. Weapons are rusted. Shades morosely select
Suit of armor → set into a false stone wall. weapons before moving to (7).
Interior is lined with small spikes. Can be slid into Intact weapons rack → a mimic. Weapons are
& worn. Dragging the wall to the south will, in pristine condition. Will attack if weapons are
painfully, reveal a path to (14). touched. Shades do not select weapons from this
rack. 9 – Statue Pool. 11 – Silent Chapel. 13 – False Catacombs.
3 – Family Ossuary. The air here smells of rust & tastes of iron. Nothing can be heard within except for the Three coffins → each releases a cloud of
Choking smoke billows from the eastern wall. 7 – Arena. Inground dried up pool → floor stained thumping of your own heartbeat. choking dust upon opening. Otherwise empty.
Six alcoves → coffins contain blanched but Full of marching shades, endlessly acting out reddish-brown. Skeletal preacher → if the altar is disturbed, Corpse → Daw, middle Badluck Brother & Pate’s
undecomposed corpses. Plaque of the alcove their deaths. Three crimson blotches → blood jellies. Animate delivers a bloodcurdling wail & collapses into twin. Lies face-down in a pool of blood.
lacking a coffin reads, “Aldwin the Pious”. Other Dullahan → wields Deathrattle, a greatsword as the statue is approached. Reanimate the dust. Listeners are cursed to never awaken the Two skeletons → playing dice. Greedy. Ordered
plaques defaced. Each coffin contains 2d6 grave with rows of chattering teeth set into the fuller. blood of those they slay, adding to their ranks. next time they sleep. to kill thieves. Would prefer not to.
goods, worth 25 gold each. Grants wielder the voices of those slain. Will not leave (9). Onyx altar → atop lies a filigree prosthetic arm.
Eastern altar → Atop sits the Effluvium Brand, a Abandons pursuit beyond (6). Veiled statue → weeps enchanted blood if fresh The Hand of St. Prima commands the undead. 14 – True Catacombs.
gaseous sword attached by the hilt to an blood is spilt within sight, filling the pool. Skeletal congregation → seated with hands A chalk-like cloud of heavy dust lingers in the air.
eternally smoking censer. This intangible blade 8 – Summoning Circle. Ingesting the blood cures all ills, including death, clasped. If the Hand is taken, chanting in (10) Stone coffins → trapped with lethal poison gas.
penetrates mundane material & cannot be A low frequency buzzing noise lingers on the end but induces bloodlust. Drinkers are compelled to will cease as they all collapse. Each contains a skeleton clutching a single ruby.
blocked. of your perception. kill before regaining lucidity & will harm When held to light, faces can faintly be seen
Fleshy amalgam of pallid limbs → the demon themselves if no other is near. 12 – Feasting Hall. within. Worth 200 gold each. Open coffin trap
4 – Patriarch’s Gallery. Cottus. Oozes a ruddy ichor. Surrounded by flies. The stench of rotting flesh fills the air. has been triggered.
Brushstrokes can be heard coming from each Trapped. Despises Petros. Provides infernal 10 – Hell’s Descent. Hallway & stairs → Col, the youngest Badluck Corpse → Pate, middle Badluck Brother. Daw’s
wall. blessings if freed. Faint chanting can be heard that gets louder the Brother, cowers in the first alcove. twin. Sprawled over the open coffin, his hands
Enchanted tapestries → located along the west, Grooved circles → carved into the ground. Frees closer one is to the chapel door. Balcony → 20ft drop to (7). clutched at his throat. A ruby lies at his feet.
north & east walls. Each is 20 ft wide & 10 ft tall. Cottus if filled with blood from (9). Northern corridor → the sound of gurgling Tattered curtains & dais → leads to (8). False door → fitted with grooves to push & pull.
The subjects within move, depicting the glories Western frayed curtain → wooden door visible liquid can be heard from beyond the western Emaciated man → Aldwin, cursed with unlife. Leads to (8).
of House Grimhilde. Worth 500 gold each, 100 if behind curtain, leads to (13). wall. The dead end corridor reeks of iron if the Wine oozes from his slashed throat as he drinks.
cut or damaged. Rutted floor → false wall leads to (14). Has no statue in (9) is active & the loose cobblestone Speaks in a gravelly whisper. Greatly rewards
Stone double doors → carved into writhing grip on this side. wall is easily pried apart. Leads to (9). any who would restore him to life.
hands. Strangles the living. Remains open for a
day after claiming a life.
1. Entrance Chamber 7. Shrine & Campsite
- Spiral staircase in middle of room - Nearly extinquished campfire in middle of the room, backpack
- Eight unremarkable stone coffins along the walls laying next to it
- Graves for soldiers, linkboys, teamsters and other - Inside the backpack: 2x Candles, 4x Rations, Flint & Steel,
henchmen Map with this tomb marked on it, 2x Lamp Oil,
- One body has dissolved into a Black Pudding Pouch with 52 silver pieces & 13 copper pieces
(Tar-like ooze that's engulfed everything inside the coffin) - Embroidered onto the backpack is a family name of one of
- Coffins contain plain weapons and tools, old shields, the noble families carved onto the wall of room 6
helmets, and a single silver coin placed in the mouth of - Ancient shrine by the left-hand side of the room
each of the bodies - One recently lit candle burning on it
2, 3 & 4 Commemorative Tombs 8. Spider Hatchery & Treasury
- Each has engraved coffin, a statue overlooking it by it's feet, and - Covered in faint spiderwebs hanging at all heights
a large wall-cloth depicting some heroic moment - Racks of old weapons
- Each statue is missing their arms, recently broken off - Couple of standing suits of armour
- The tombs are dedicated to by now unnamed Cleric, Thief & - Boxes full of beautiful wall cloths and rugs, some with marble
Magic-User respectively busts
- Cleric buried with her shield & holy symbol - Hundreds of spider eggs nestled between and behind the
- Thief buried with cracked bow & scrollcase-turned-quiver boxes, if disturbed a handful burst open and tiny spiders
- Magic-User buried with oaken staff & strange medallion start scurrying around and spread out onto the webs
- Each has single silver coin placed in their mouths covering everything
5. Hero's False Tomb 9. Dense webs & Grave flowers
- Large and elaborate stone coffin with the likeness of a knight - The spiderwebs are dense enough to hamper movement
carved onto the lid - If disturbed, two swarms of spiders will appear from the
- Three stone swords, statue hands still attached to hilts, dark corners of the room to investigate
have been smashed through the coffin lid, revealing the - Tiny hole in the ceiling casts fragmented beams of light down
coffin to be empty onto a handful of white grave flowers growing from cracks
- Heavy wall cloth depicting the knight in a heroic pose has been between the floor tiles
torn down from the left-hand side of the back wall, revealing - The flowers are rare and useful in many magical rites and
hidden archway behind it folk remedies, but considered holy by most modern religions
6. Hall of Grudges 10. The Real Tomb & The Revenant
- Walls covered in carved names, each struck through - Sounds of battle echo out from this hall, reverberating through
- Clerics and Magic-Users may recognise age old names the entire tomb
connected to their professions - Adventurer of some kind is locked in combat with a knight
- Couple of names from the pasts of still standing noble in rusted and patinaed plate armour (The Revenant), it
houses are mixed in swings around a silver longsword with a rusted edge
- Sometimes instead of a name, a monicker is present - The campfire, candle and abckpack from room 7 belong to
instead, like "fool" or "drunken idiot" this adventurer
- Laying on a stone stand is a heavy tome - Skeletal remains clad in decayed adventurer's gears are
- Titled: "My Vow" scattered around the room
- Book explains how the knight had vowed to a god that he - Large stone coffin at back of room, lid laying broken on the
would get back at those that foul him, and how he lived up to floor in front of it
that promise untill his dying breaths - Detailed stone statue of a knight overlooks the coffin, a silver
- He died a violent death, living up to his promise to god in lining etched onto the blade of it's sword
his last moments by slaying his assailants before
succumbing to his wounds
The Revenant & It's powers:
- Raised from his rest due to the fouling of
his tomb in room 5, unable to rest untill it
has been restored
- Able to literally breathe new life into those
fallen in battle to raise them to fight once
more (including the skeletons already
present in room 10)
- Wields a silver longsword with a rusted
edge called "Maille Biter"
- Armour hit by this sword begins to The revenant will Attribution-
decay rapidly ShareAlike 4.0
tirelessly track International
(-1 AC or similiar effect each round down those it thinks (CC BY-SA 4.0)
after a blow from the sword, lasts
untill the affected armour rusts off
are associated with
desecration of this Revenant's Sahh -
Colours of
from it's wearer's body) place untill it's
grave is restored Rest Pentagrams
The Relentless Dead
The Story So Far @origamidinosaurcreations Points Of Interest
The heroes find themselves in the ritual room of an ancient culture, Altar
perhaps trapped by their foes, or through their own explorations. The altar holds a number of items: an apple, a seashell, a lyre (Apollo), a
Whatever the situation, the door closes behind them and a series of locks bow (Artemis), a helmet (Athena), a branch of grapes, a pomegranate, a
click shut, sealing them inside. hammer, a loaf of bread, a thunderbolt (Zeus), and a pair of winged
sandals (Hermes). Placing the items onto the sarcophagi of the indicated
Locked inside with them are The Relentless Dead, six undead priests of god unlocks them, freeing the priest inside.
the ancient gods. They are currently trapped in their sarcophagi,
The Face of Man
although one is already breaking out. They cannot be destroyed or On the front of the altar is a relief depicting the swollen face of a man in
restrained by mortal means. Worse yet, each time they are struck down anguish, its eyes sunken and rolling back into its head. The secret
they rise again, more powerful than before. compartment holding Athena’s symbol is accessed by placing coins over
the eyes. If it is replaced with Charon’s symbol, a second compartment
This adventure challenges players to find their way out while under
is opened, containing treasure suitable as the reward for the adventure.
constant attack. To escape they will have to free more of the relentless
dead to access clues, but avoid being overwhelmed. Urns
Decorative clay urns, with grates at the top holding fragrant incense.
Escape? Dead Body
Seemingly strangled, this previous victim has no possessions.
Concerned about becoming locked inside, the ancient
priests included an emergency mechanism to unlock The Sarcophagi
the door from inside, using their holy symbols as A. An athletic young man, his feet off the
the keys. Can the players find it themselves? ground, as if running. The
plaque reads: Priest of Hermes,
1. Describe the room. Once players start Divine Messenger, known for
taking actions an undead priest his cunning.
begins breaking out of
Poseidon’s partially open B. A golden-haired man, his
sarcophagus, escaping hands plucking an item cradled
by his stomach. The plaque
in 30 seconds.
reads: Priest of Apollo,
2. Killing the God of Music, known
for his elegance.
first priest. The
players notice its C. A broad man
holy symbol could throwing an item
match the grooves from above his
in the door, but head. The
when checking, it plaque reads:
doesn’t quite fit. Priest of Zeus,
King of the
3. Investigating the Gods, known
door. Identifying the right for his might.
symbols are the swan, owl,
D. An older man with a
and deer. Matching each animal to
thick beard and hair. A trident
their respective god. The owl is wise,
has been placed in his hand. The
like Athena, the swan elegant, like Apollo, plaque reads: Priest of Poseidon,
and the deer lives in seclusion, like Artemis. King of the Sea, known for his stamina.
4. Opening the sarcophagi. The players must use E. A young woman in a knee length tunic, her
items from the altar to open the relevant sarcophagi. hands drawn tensely as if pulling a string. The
Killing the priests inside and taking their symbols. plaque reads: Priestess of Artemis, Goddess of the
Hunt, known for her seclusion.
5. Panic! Athena’s priest wore the symbol of Charon, a ferry. While
juggling the priests, the players must find the correct symbol in the F. An armoured woman stood at attention, her right hand
secret compartment of the altar. holding a spear, and the left positioned as if holding something against
her hip. The plaque reads: Priestess of Athena, Goddess of Warfare,
The Relentless Dead known for her wisdom.
Door
The now feral undead priests attempt to kill any intruders. Use level On the large stone door is a circular mechanism featuring disks with
appropriate monster stats from your favourite system. grooves around a centimetre deep. On inspection, the grooves depict
The priests should be a constant threat. We recommend them rising animals: a bird with large eyes, a long-necked bird, and a four-legged
after the earlier of 60 seconds in-game time, or 10 minutes play time. creature with antlers.
Each time they are killed and rise again, they become stronger. Offering Bowl
Roll a D4 to determine how: A brazier full of bronze coins. There shouldn’t be any obvious hints to
1 - Stronger (+1 damage) 2 - More resilient (+1 hit points) use these at the altar, however if they are stuck, consider telling the
3 - Tougher (+1 defence) 4 - Faster (+1 attack) players this culture traditionally placed coins on the eyes of the dead.

Holy Symbols
Each of the relentless dead, aside from Athena’s, wear the holy symbol
A Note on Gods
of their god. Apollo’s depicts a swan, Artemis’ a deer, Zeus’ an eagle, This adventure refers to the gods of Olympus. These gods have been
Poseidon’s a horse, and Hermes’ a tortoise. chosen as they are well known and are not system specific. To slot this
Athena’s symbol is hidden in the secret compartment of the altar, and adventure into an existing game, you could rework the referenced gods
depicts an owl. This can be placed alongside Apollo and Artemis’ to fit your setting, or suggest that this culture worshipped different
symbols in the spaces on the door to unlock it and escape. gods, or knew your setting’s gods by different names, emphasising
different aspects of their divinity.
Athena’s priestess took Charon’s symbol so that she could hide treasure
in the Altar’s secondary compartment, leaving her symbol in its place. https://creativecommons.org/licenses/by-sa/4.0/
A system-agnostic procedural dungeon
by raza6

As you roam through the nauseating streets of Al-Galar,


you finally reach the building described by the priestess. It 20 • Lam-Rej Prison 19 • Arame Prairie
seems like any other edifice and yet you cannot take your A corridor of abandoned A flock of sheep graz-
eyes out of it. You stand before it for a moment of old cells on 2 levels. No ing in a calm pasture
contemplation then push firmly on the handle of the old guards, some of the re- guarded by a hulky
creaky door. You have just enough time to set foot in the maining convicts mean ram. One of the sheep
entrance before being startled by the loud slam of the door well, others crave vio- holds a magic basic-
locking you up. In front of you, a modest velvet covered dice lence. Shivs on the floor. shield ring.
track atop a pedestal is waiting for you...
18 • The Forest of Taluke 17 • Melliadis Labyrinth
A foggy and dense forest A small maze filled with
A standard dice set (1D4,1D6,1D8,2D10,1D12,1D20) inhabited by archers and traps, shortcuts and harpies’
fiery wild boars. Medicinal nests. A hidden golden chest
plants grow there. holds a razor-sharp knife.
16 • Ambert Hollow 15 • The Guard Room
· All the dice from the set except the D4 make the
An intricate cave where A rectangular room supplied
floor pool.
gruyere-looking mushrooms with bunk beds, tables and
· PCs roll all the dice in the floor pool at once. grow. The smell tends to crates, where a group of royal
Then, they choose one of the dice to get the make people severely para- guards resides. Heavy armours
floor type. That particular die is discarded. The noid and even paralyzed. and weapons lie around.
greater the number, the easier the floor (but the
14 • Rift of Comanesti 13 • Saarthal Cavern
lesser the reward).
A large bottomless cre- A frozen cave home to a
· PCs can add dice remaining from the floor roll vasse populated by crystal golem. The gem
to ease the floor type. Each die added increases swarms of aggressive animating it grants ele-
the floor type by half its value (rounded up) and bats. In a nook, a corpse mental powers.
gives one of the PCs a random curse for the rest holds a crossbow.
of the game. Those dice are discarded as well. 11 • Spring O’Hesty
12 • Ystor’s Den In a glade, a fancy foun-
· Defeat the current floor and rise to the next one.
The nest of a gigantic tain where a fairy lives
· Repeat until no dice are left, then roll the D4 for spider. Tangled in the is captured by a crew of
the Dice-Master floor ! web is a sack full of mean imps. Grateful, the
torches. fairy grants a blessing.
(1D10) 10 • Laïn Miracle Market 9 • Maes Workshop
1 • Turn blind or deaf or lose a limb A souk supplied with won- A workshop owned by a
2 • Turn into a were-vegetable derful items but infiltrated crazy tailor. The en-
by thieves and assassins. chanted tools and fab-
3 • Bound to a chaotic poltergeist
You will find anything that rics mug passersby. On
4 • Subject to anti-gravity or float in the air as if in space
money can buy. a manikin, a light yet
5 • All actions by the character are slightly delayed
8 • Daehan Roll sturdy armour rests.
6 • Teleport at random in a small radius every now and then
7 • Systemically fooled by traps A complex sca olding 7 • Seireos Lab
structure climbed by The messy laboratory
8 • Become soluble in liquid
ninjas. The entire floor of an alchemist. Vari-
9 • Move backwards is spinning on itself. ous traps using poison,
10 • Make everything the character touches slippery Their leader holds a acid and other potions.
remarkable katana.

6 • Salmaya Library 5 • Spilet Harbour


1 • The Dice Bender 2 • Marza and Azur An ominous and dusty The floor is filled with
library that serves as a water, piranhas and
A wizard capable of twist- Twin dragons perfectly com-
lair for witches. Power- pirates sailing ski s. A
ing reality, turning the pleting each other. Blood-
ful spell scrolls are triple-barrelled musket
room into a non-Euclidian thirsty and flawless, they
stocked on the shelves. is buried as a treasure.
dice world full of traps. can perform complex tricks
Being smart and quick, he to unsettle their opponents
4 • Pit of Lord Feyer 3 • The Third Marsh
does not miss a beat. and unleash their fires.
A burning hot cavern A noxious bubbling swamp
3 • The Gloomy Eye crossed by a lava river. ruled over by an eldritch
In a round room, a gigantic bloodshot eye Zealous demons try to jail creature and its lizard
controls the elements to destroy every- and sacrifice trespassers. minions. They protect an
thing on sight. The ones starring for too The demon king wears an ancient helmet capable of
long might be subdued by its hypnotic amulet giving powerful fire mind-control.
power and turn against their own party. -based spells.
1 • The Pure Realm
4 • Sinister Aster 2 • Molkej’ Land An immaculate white room
A necromancer and its endless A surprisingly large desert where each character expe-
army of zombies pouring from the conquered by sand-worms riences its worst nightmare.
cemetery ground. Rodents of all and giant scorpions. In the Defeating it reveals an en-
sizes and shapes join the battle as middle stands an oasis tire combat set of lights.
well, led by the necromancer with where someone left a flesh Released under
his flute. -eating whip. CC BY-SA 4.0
What Lurks In The Flooded Mine?
It Rises by Andrew Cavanagh
1
1. Trap Door Entrance – Look what we found!
Wooden, rotting, easy-to-find trap door that is locked but can
be easily picked or smashed open.
2
2. First Rope Bridge – It all looks so easy!
Nice, stable rope bridge sways a little when you walk on it.
There was a rope ladder spiked into the ground at the far end
but that's rotted and broken. How do you get to the stairs?

3. Kobold Lair – What's that noise behind us? 4


Four kobolds lurk here waiting for adventurers to get on the
bridge. Then they throw rocks and spears at them and shake 3
the bridge hoping to knock them off. They will not cross but
they will keep throwing rocks at anyone on the lower level.

4. Second Rope Bridge – Unstable, rotting planks 5


Can be crossed but is unstable with rotting planks, the
kobolds will be throwing rocks and spears at you when you
cross and shaking the bridge. And there's the Pit Beast...an
enormous aquatic monster that leaps from the water, snapping
its jaws just inches from the bottom of the bridge then drops
back into the water. It's too big to be killed by the party.

5 Treasure but the Pit Beast's in easy range


Solid wooden supports holding huge rusted metal buckets on
chains. There's a locked portcullis to the treasure room. Two
healing potions, a chest, a golden chalice and 920 gold pieces
but how will you get to them and get them out?
Epic Empires https://creativecommons.org/licenses/by-sa/4.0/ Epic Empires
The Temple of Sorrows
Far below the surface lies an ancient and
crumbling temple, recently unearthed by miners.
Legends tell of an incredibly powerful relic, long
sealed by ancient magic: a blood-red ruby with
the power to raise the dead.
There are many who discount this as a trival item,
a toy any novice necromancer could construct,
however, there is much more to this unholy gem.
A1 A4
It is said that the dead cannot be truly destroyed
within its area of influence, constantly reviving
dead flesh mere moments after it falls. S1
The players may be sent here to investigate, or by
someone who knows what is buried here and has
their own designs for it. Any undead (or dead PCs) A2 A3 A5 A6
reanimate in 3d10 seconds.

A1 - Excavated Tunnel A7
An rough hewn passage through dirt and
stone which abrubtly ends at a broken
wall leading into the Temple proper.

The slope here is somewhat steep making


it a Difficult obstacle.

A2 - Collapsing Vestibule
An underground stream has eroded the
floor, resulting in a wide chasm with a B1
10m (30ft) drop.

The chasm is a Very Difficult obstacle.


There are 3 dormant undead by the
entrance currently outside the field.
A5 - Debris Filled Corridor A7 - The Sealed Chamber
A short corridor whose roof looks like The door is sealed by powerful magic,
it could collapse at any moment. keyed to a pair of sigils. Once opened
A3 - Sanctuary
Any explosive magic has a 50% chance the party is met by the lich who
Rotten tapestries and pews litter the area. created the gem, which also serves
A toppled statue to a forgotten god lies at of bringing down the fragile ceiling.
as his phylactery.
the end of a row of cracked columns.
The lich holds the gem, a spellbook
There are 2d6 undead scattered about the A6 - The Dilapidated Library filled with powerful necromancy
room, dormant until they sense the PCs. spells and an enchanted staff.
Most of the books here crumble when
touched.
There are 2d6 Undead here. B1 - Flooded Crypt
A4 - Belltower On the north wall there is a book The underground stream has broken
A wrecked bell lies in a crater at the foot of (a moderate challenge) which opens through here and flooded the crypt
crumbling stairs leading up to a balcony the secret passage to S1. with knee-high water.
overlooking the sanctuary, and then up
to where the bell once hung. 1d6 undead linger here, one of which
is a cleric armed with an enchanted
There are 1d6 undead scattered in the S1 - The Reliquary mace, clutching a magical sigil.
stairwell or on the balcony. Where the most precious possessions
Torches have 50% chance of being
At the top of the stairs lies the remains of of the temple were kept, including a
put out during combat.
a paladin clutching a magical sigil. He is pair of artifact boots, an enchanted
wearing a magical helm. weapon, and 1d6 potions.
Created by: Jason R Murray
https://creativecommons.org/licenses/by-sa/4.0/
The Entrance is a long steep and The Hypostyle Chamber has its The Corridor – sloping towards the P Th’re is a legend amongst the adventur’rs
slippery set of stairs chiseled out of walls lined with humanoid bones (if W – is long and winding, holding of a lodging did fill with all the riches of
living rock. At the bottom, upon the standing too close an arm will reach for several pressure plates which trig- their fallen brethren. But the legend fails
smoothened stone encircling a met- your loot). Skeletal arms stick out as ger a stick ready to whack you into to mention this curs’d lodging is did fill
al slab, are c hiseled the letters those torch holders on the four pillars hold- the arms of the bone-lined walls. with their bodies and gre’d as well…
whom covet gold | those whom covet ing the roof. Each of the four walls has A spiked pit trap holds no
fame | might not but be content to pay | an opening leading to the Tunnel on threat to those dexterous
unless be struck by pain. the N and S and to the Corridor on the enough. Those not so dexter-
A single small slot is barely visible W. The floor is made of marble tiles, and ous will find a small dark cor- cc by-sa 4.0
among the letters. Feeding it 5gp will in the center of the hall is a small hole. ridor extending E to a never by OlegŠuran, 2023

open the metal slab door. A cursory search will reveal a secret -ending labyrinth of small tnx Veso, o+a

door on the W wall. When pushed dark corridors where


The Vestibule is a limestone-tiled it opens to a claustrophobic room one is bound to get lost.
chamber overlooked by a ledge at containing a mummified adventurer
the Entrance. On the far side of the in gear, holding a Turn Undead scroll.
chaimber, a small opening is visible Writing on the ceiling says there’s no 4
atop which is a bronze basrelief of a use hiding from them.
shining sun. Right in front of it is a pres- This corpse will 2
sure plate which when stepped upon not come
closes the metal door at the Entrance to life.
(¼ chance per enc lvl) revealing an
etching that reads
a penitent heart’s cry echoing these halls
may desire f’r salvation. ⅓
The only way to open the
door again is to put a sufficient

weight (2o+ humanoids) at the
⅓ 5
base of the ledge .
gold, silver, and gems. Each of them has
l gems for eyes (30gp each).
1 The cavern floor is slippery and seems
to slope towards the S, but it is impossi-
Upon entering the Cavern Chamber ble to say with the vast amounts of treas-
your eyes seem to deceive you. Vast ures almost leveling it out. Traversing
5ft amounts of treasures – which would the treasure filled floor is arduous.
1.5m put to shame the wealthiest of kings If any amount of the treasure is re-
S —W – glitter under the light of your torch.
Some 20 decomposed bodies with
moved from the room – or the mask is
taken from the bust, or if attacked – the
E N equally decomposed armor and weap- dead will come to life and attack. They
|

ons – scattered throughout the chamber will not stop until every last piece of
– are motionlessly kneeling towards the S. your loot is added to the treasure. They
0 Their eye sockets hold 1 gp each. Sunken will hunt you to the end of the world.
3 in the riches, 4d6 more bodies are visible. They will swarm you. The supply of the
But your attention is drawn S towards fallen is endless. Every turn 1d6 of them
wwwwwwwww
the a golden mask that sits on the face of digs their way out of the sea of treasure.

Entering from the N or S of the Halfway through


TOMB a black stone bust. You feel it must be
worth as much as 5500gp. There are 8 ☞ Searching the treasure, roll 1d6:
Chamber, a flight of steep slippery it a single spot of light of the niches on the wall behind the mask that 1. random equipment, 2. random magic
stairs leads to a winding Tunnel carved may be seen shon by any light source LOOT hold skeletons with highly ornate armor item, 3. special loot (worth 1d6 × 100 gp) ,
out from the natural cave corridor. that might’ve been left in the Hall above. WWWWWWWWW and weapons made of exotic woods, steel, 4. cursed item, 5. wierd item , 6. a body!
of the A midnight mini
siege adventure
Welcome to the village of Morkar. The locals are friendly, but they don’t seem to know how to do
their jobs; it is as if they are acting. As evening falls, the church
THE VOID SKULL - 1HP No Attack, Can’t Move
glows eerily and the locals may be seen attending secret meetings. ● Can raise the dead into zombie servants, as well as
Fire will not work within 50 miles of this town due to the eat the souls of anyone who will not serve him
presence of The Void Skull, and a cult has formed around this (must be forced to stare into its eyes for 1D6+1
powerful (but vulnerable) being. The cult members have combat rounds). It tries to bargain if threatened.
rs
transformed the townsfolk into undead servants who will obey their playe ’s
every command, and they seek to create more. They lull people into Will the
own
a false sense of security before unleashing their servants on them in
a rn the t n
le ti
a full scale midnight zombie attack.
a r k secre D4+1 CULTIST INITIATES - D4 HP 1 Dagger Attack
The zombies will try to capture the travellers and drag d May be persuaded to help the players if an elder is
them before the skull. time? not present. Use morale/reaction roll: for example,
on a 10+ they help.
1. GENERAL STORE:
● This is the only building with any sign of life; Jargo D4+1 CULTIST ELDERS - D6 HP 1 Dagger Attack
(cult initiate) will be whistling when the PCs Gold-horned Helmets
approach town. Zealots who will fight till death
● He will greet them kindly and offer a cabin for the
night for free.
○ A red robe with a mask under it may be
D6 x 3 ZOMBIES - HP? Attack Bonus?
seen hastily thrown on a table behind
● Zombies(HP/ATK depends on stage of decay) They
him.
will attempt to disarm and subdue the players. D4
2. CHURCH:
zombies in each group carry handcuffs/manacles.
● The door is chained and locked shut and the
Zombies when killed will rise again(see chart).
windows are mostly boarded up.
○ Through a crack, one may see a strange
skull emanating purple fire resting on top
of a skeletal body holding a basket.
○ On close inspection, the body is not
functioning and is held together by wire
and straps. The basket holds 4D6 gold
worth of jewelry and 1 magic item/scroll.
BASIC KILL W
3. CABIN: OUND (0HP) -
● A single room, with a few piles of straw that make 1D6 Mins
decent beds, a medium table with 4 chairs in the
center, and an unlit fireplace.
BEHEADED OR DISMEMBERED: 2 Hours Per Limb 2
The lock was recently removed. Hours
SHATTERED OR HACKED TO BITS: D6

4. BLACKSMITH: Z
● There are a few pairs of broken shackles with CRUSHED TO DUST: 1 Day R 5&6
chains strewn about. Z
5&6. CULT QUARTERS
BURNED: Permanent R 3
● 2 extra robes and masks can be found in one of the
locked buildings.
○ Initiates have 3D6 silver worth of items. 4 1
○ Elders have 3D6 gold worth of items and 1
magic item/scroll.
Z. ZOMBIE STORAGE: 5
Zombies(Stage of Decay) r
● 1D6 Zombies in each structure(roll stage of decay).
1: Skeltal(1HP, -4 ATK )
Z rka 80
R. Ruined o n
● These houses are destroyed, the doors may be 2: Some Meat(3HP, +0 ATK) M tio
l a
pu
broken or ripped off the hinges. 3: Full Meat(5HP, +1 ATK)
○ Roll D100 Trinket table if searched. 4: Fresh(6HP, +2 ATK) Po

By Kyle Bingham and Brendan Travers Released under the Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) license. https://creativecommons.org/licenses/by-sa/4.0/
Written by Rebecca Bennett, Illustrated by Emily Yu

Enemy Mine
Something rises from the rubble...
Area Description (LxW)
Room 1: Rubble-Filled Room. 20x30ft. It’s filled with broken
rock, loose Cetus ore and crushed bodies of other prisoners.
2ft of dirt to clear in order to exit.
Concept Enemy: 1 wounded tentacle flails around the room.
Enemy Mine is a system-agnostic TTRPG one-shot allowing Loot: 1 stick of dynamite (1d12 blunt force DMG) within a
quick character roll ups and minimal prep-time. Role play as locked toolbox. Removes up to 5ft dirt.
prisoners at Crooked Tree Mine processing Cetus ore. Players Room 2: Prisoner Quarters. 22x48ft. The air is sour from
must escape the mine and the creature it awoke. unwashed workers and un-emptied chamber pots.
Enemy: 1 Enspelled Officer is making sure that all workers
Current Situation within the room are dead.
A mis-timed explosion breaches Crooked Tree Mine as Loot: Officer carrying a note from the Warden that the
something rises from the deep. It starts with a rumble. Then prisoners must be sacrificed.
the tunnels go dark with only the glow of purple Cetus ore to Room 3: Slop Room. 24x48ft. This is where the ore is lifted to
light your path. As you barely escape a landslide of rocks, an the surface and food is brought below for the prisoners to eat.
armoured tentacle snakes out of the walls and slams into a The mining elevator is crushed beneath rubble.
nearby group of prisoners, crushing both them and the chain Enemy: 1 Giant Worm will erupt from the mine elevator if
tethering you together. the prisoners inspect the area.
As prisoners, you haven’t left the mine since first being Loot: Several pieces of Cetus ore within the broken mine
sentenced there. Now, you have no choice but to climb your elevator.
way out and into the safety of the Warden’s Camp above Room 4: Ore Processing, 22x30ft. Behind a broken wall is a
ground. You’ve heard whispers of the Warden’s madness and part of a many-pieced summoning spell carved into the rock.
his obsession with the mine but surely he wouldn’t sacrifice the If destroyed/defaced, DM to add +5 to Summon the Kraken.
whole venture? Loot: Pile of worn clothing, within the pockets is a job
DM/GM Note: The Warden has gone mad researching the advertisement for more miners.
entombed creature, uncovering that the Cetus ore can also Room 5: Quartermaster’s Office. 22x30ft. A desk sits in the
harm the creature. He worships the creature as a god and middle of the room littered with paper, pens, and unsent
once it is summoned, all Players and surrounding areas are letters. At the back of the room is a bookshelf, scuff marks on
destroyed by the creature. the floor in front of it.
Mechanics Loot: 1 bottle of whiskey, 1 pack of matches (if combined
Character Creation: Players roll 1d6 or pick one from each into a molotov (2d6 fire DMG)), 1 letter opener (1d3 DMG)
selection. All prisoners have 12 HP and no armour: Secret: If the bookshelf is moved, players will find a Secret
1 2 3 Creatures Room .
DM rolls 1d20 to see if attacks hit. Room 6: Secret Room. 5x5ft. Filled with ancient scrolls about
Background Political Forger Henchman a god entombed within the mountain. Whoever buried the
Prisoner Armoured Tentacle: 10HP, armour as leather creature made sure it was done under layers of Cetus ore. It’s
Talent Storytelling Ventriloquism Lockpicking An undulating limb emerges from the depths of the mine. Reacts by clear the writer turned mad from their obsession.
touch and instinct. Loot: golden tentacle pendant (200 gold).
Weapon Pickaxe (1D5 DMG, dig 1ft per turn) Tactics: Considered wounded once health is reduced to 50%. Once Room 7: Dead End Tunnel. 23x30ft. Body of an Officer under
4 5 6 wounded, any attacks with Cetus Ore cause +1 DMG. piles of rocks. His mouth is bloody and purple as though he’s
Attack: The tentacle flails, all nearby targets take 1d6 DMG and been eating the Cetus ore.
Background Graffiti Artist Arsonist Mass Murderer
must Save or fall prone. Loot: 1 Senior Officer’s Sword (2d6). Key to Room 9 under
Talent Knife Throwing Wrestling Carpentry
Giant Worm: 8HP, no armour body if searched.
Weapon Shovel (1D3 DMG, digs 2ft per turn) Normally docile, the worm is ambushing survivors. Room 8: Holding Cell. 15x25ft. Where prisoners are held
Dirt Mound: As the walls of the tunnels cave in, rocks and dirt Tactics: Blind and hunts by sound. before being assigned jobs. The cell door is open and a trail of
cut off escape. At the end of each player turn, 1d6 is rolled. The Bite: 1d4 DMG | Spit Take: spits acid, 5ft range, 1d4 DMG. blood leads to Room 10.
running total of all rolls is added to the dirt mound (indicated Enemy: 2 Enspelled Officers are pacing the room
Enspelled Officer: 5HP, no armour
by the sidebar on the map). Loot: Bloody wedding ring.
The officers whisper and hiss into the darkness. Their eyes glow
If the dirt mound reaches a room players are currently in: Room 9: Locked storage.15x25ft.
purple, showing how little humanity is left.
Roll 1d6: 1-3: an armoured tentacle lashes out at the Loot: 2 leather armour, 1 cross bow with 6 bolts (1d8
Tactics: Driven to madness. Will not notice wounds.
players; 4-6: nothing happens. piercing)
Attack: 1d6 sword.
Players must dig their way out before moving on. Room 10: Shrine. 15x25ft. Dead prisoners are piled in the
Kraken Warden: 18HP, no armour centre of the room. Officers sit and stare at the glowing shrine.
If the dirt rises above the players, they suffocate to death.
A tentacle emerges from the Warden’s mouth. He is focused on Enemy: roll 1d6+2 to calculate amount of Officers.
Hallways: DM rolls 1d6 to determine if an encounter occurs. summoning the creature. Room 11: Warden’s Camp, located within an open field.
1 Rocks fall from the ceiling, 1d3 DMG to 2 random players Tactics: Divided between attacking and summoning. The Warden prays over the mine’s entrance. He seems
Purple Haze: Fires a bolt of magic, 30ft range, 1d6+1 DMG surprised to see anyone survive the destruction of the mine.
2 1d6 coin found within toolboxes or next to bodies Summon the Kraken: Rolls 1d6 and adds that to a separate Hallways: 10ft wide, 30° slope. The beams bracing the rock
3-4 Nothing happens running total. The Kraken appears at 60. Once summoned, all walls have shattered. The rail for the mine cart is unusable.
players and surroundings are destroyed. Roll 1d6 for encounters (see Hallways mechanics).
5-6 Giant Worm appears
Summon Tentacle: Summons a wounded tentacle. CC BY-SA 4.0
Whispers from beneath A one page dungeon by Benny Raimondi
Attention, brave explorer! “Encourage players creativity during the descent and embrace their
inventive ideas. Reward their imagination with exciting outcomes as
You stumble upon a mysterious sight. they try to go down.”
An awe-inspiring, wind-swept chasm.
Legends weave tales of a Fungi Tribe guarding The vertical hole is 40 feet in width and 25
a fabled treasure within these treacherous feet long. The wind flows upward from the
depths. But beware! The very air is full of bottom and in intervals of three rounds a
turbulent gusts, threatening to whisk you away! stronger wind, posing a threat to those
Can you navigate the winds, unlock the secrets, Descending. every third round roll a D4 to
and claim the ancient treasure? Brace yourself determine the strong winds effects.
for a thrilling expedition where the very
essence of air becomes both ally and adversary.
Prepare to be blown away!” 1. A sudden gust knocks the players back and be pushed
back 10 feet
A in the trunk of the tree is a hidden passage. This 2. Debris flies through the air, it could hit you if
you dont watch out
passage leads to a rope ladder where you safely
can descend to the underground. 3. Whirling winds make it difficult to hear your comrades
4. A powerful gust threatens to blow you back to above.
Better hold on or be blown upwards 1D10x 5 feet.
B the ground is covered With Little Puffball
Mushrooms. The mushrooms release a cloud A
of spores when stepped upon you take poison
damage and are poisoned for a short amount of
time, taking ongoing damage until you healed

C The walls are covered with fungi and symbols,


and appear to be some form of writing. You B
notice that some symbols appear more T
frequently than others and you manage to
decipher a phrase:
“In the depths of darkness, light B
shall guide you”*
D *If they follow the luminence spores they can find the hidden stairs
C

E A narrow ledge is covered in slippery moss.


Try to maintain balance and avoid slipping off. D
E

F a chamber inhabited by Limonea Fungi Creatures, T


sleeping and radiating a gentle luminescence.
To avoid disturbing the Limonea Fungi, You
F
must exercise caution and be stealthy. mOVe
carefully move through them without causing
any sudden movements or loud noises.
T

G
A section of the floor crumbles, revealing a
hidden pit.
G
Limonea Fungi - MUSHROOM CREATURE
Fungal Regeneration: regains live at the start of its turn T
if it has at least 1 life and an ally of the Limonea Fungi, is 1D4 Treasure
within 5 feet of it. 1. Golden Necklace with a Mushroom Gemstone
Actions 2. A Mysterious Glow in the Dark Orb
Fungal Fist: Melee Weapon Attack, reaching 5 ft. At
3. An Old Flask with Green Liquid inside
one target. Doing some bludgeoning damage and a small
amount of poison damage. 4. A Legendary Sword Imbedded with Symbols

https://creativecommons.org/licenses/by-sa/4.0/
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A quirky pass the parcel battle royale
adventure for 3 to 4 anxious kobolds. Kobold Recall By Andrew Walker
https://creativecommons.org/licenses/by-sa/4.0/

Tragedy strikes your party of kobold miners when they mistakenly tunnel The kobold player controls a shared monster stat block. Health and damage
into the basement of a wizard’s castle, collapsing the ceiling above, killing all represent resilience and stress. When a player reduces the kobold to 0hp they
but one of you. Powerful magic flows through the castle, trapping your take control of it, otherwise the remaining players roll for control. Reset and
spirits inside. It’s a terrifying place for a kobold, full of bizarre behavior and increase hp by 1 (max 25) each time control changes, as the spirits become
crazy creations. All hope of salvation rests with the lone survivor, but there’s more resilient. The kobold is proficient with all items but begins with none.
only room for one in there…
GM: The castle is delightful and playful, but the kobold sees threats
Spirit players relentlessly harass and torment the surviving kobold. They everywhere. Describe the horror they perceive and the reality. Combats begin
possess one creature at a time, from those available during combat, to with the kobold and move clockwise. Instead of being killed, creatures are
overwhelm and seize control from the occupying spirit. When a spirit gains subdued or flee. Skill checks and saves should be easy to medium difficulty.
control of the kobold, their previous host becomes unavailable as it flees.
Spirits may ally with the kobold for a round by attacking other creatures. 2. Laundry Room: Frilly Underwear dries on a line. A rusty key hangs on the far
wall. A sign outside reads: “slippery when wet”. The stone steps glisten. Dexterity
1. Wine Cellar: Strewn with rubble, straw and broken casks. A scraggly save or 1d8 fall damage unless negated, e.g. with straw. Once inside: a magic
broom handle (quarterstaff) lies on the floor. mop glides forward to attack (clean) the kobold as 4 ferocious
(curious) beasts pounce with a roar, "meow”.
10. Workshop: Locked from hallway. A sign
reads: “Top Secret”. The room is shrouded 3. Stables: 3 rats sniff discarded chocolates
in magical darkness - requires the magic (2d4 poison damage if eaten). A stall labelled
lantern (from 7) to dispel. Clearly where the "Donner" bursts open. A horned beast emerges,
mad wizard conducts his experiments; the stomping thunderous hooves on the ground.
room is littered with torture instruments
(tools) and monstrous creations. 5 trees 4. Hallway: Gnawed wires powering wall
with coiled whips of dazzling lights and a lamps spark intermittently. Dexterity check to
contorted animal corpse begin cross or 1d4 lightning damage (footwear grants
attacking (decorating) immunity). Paintings depict elf slaves toiling
the kobold. The corpse under the watchful gaze of a burly overseer.
repeats robotic
phrases like, "Do you 5. Cupboard: Secured by a rusty
want a hug?", "Let’s lock. Cleaning supplies, rat poison,
play!", and "You’re sacks of straw, barrels of rock
my best friend!". salt and a huge sack of holding.

6. Bathroom: A combination
11. Kitchen: Full of
padlock (code: 1225) secures
baking paraphernalia.
a cabinet above the sink,
A flying pan and 3
containing a healing potion and
hideous slimes
arthritis medicine labelled
(custard puddings*)
‘Nicholas’ (+2 to Dexterity).
emerge to attack
Treasure: A fluffy pink
(feed) the kobold.
bathrobe of billowing.
*Vulnerable if salted.
7. Lounge: Locked from hallway.
12. Dining Room:
A glowing poker rests in the
An oak table set
hearth of a dying fire. An evil
with silverware.
(playful) magmin escapes a
Wasps* engulf a
magic lantern to attack (play),
half-eaten dessert
while 3 rabid (slobbery) hell-
made of dried fruits
hounds lunge from their nest
(restores 2d6 hp).
(dog basket). Mastiff puppies
A note reads:
deal psychic damage from
'Remember your
playful licking. A wall of
medicine dear. I’ve
force blocks the exit. A Note reads: ‘The wiring is damaged
locked it away for
dear, best wear your slippers’. (Wear slippers to pass).
safety. The code is a
Constitution check or oven mitts to retrieve the poker
day you'll remember!'.
(club: deals 1d4 extra fire damage for 10 minutes).
*Cigar smoke disperses the wasps.
8. Library: Filled with hunting trophies and
13. Indoor Garden: Magic casts sunlight books. A bookcase (secret door*) occupies the
on a menacing jungle (peaceful winter North wall. A table holds a glass of sweet milky
garden) guarded by a snowman with wooden swords alcohol and a postcard signed: ‘Buddy 12/25’. The
for arms (+1 short swords). The kobold knocks over book ‘Rodent Royalty’ lies bookmarked at ‘The
a watering can of purple liquid, sprouting violet King of Mice’. A stuffed wolf with one glassy
fungus (GM) and 5 twig blights (players) that green eye (luckstone: +1 to checks and saves)
attack instantly. The snowman isn’t a fighter, he’s warns the kobold not to touch anything and
a dancer, and he’d give his right arm for an invite complains of dire hunger (not thirst). If ignored
to the ball! He might also trade secrets for a good and hungry, the wolf attacks. *Persuading the wolf to help
dance. Treasure: Potion of Growth (lasts 1 minute). or interacting with the bookcase reveals the secret door.
14. Master Bedroom: A large man in red rages (chuckles), 9. Ballroom: A notice at the door reads: ‘By invitation only’.
"Ho, ho, ho, you don't belong here little one, home you go!". The doors open if carrying an invitation. A tiny crown lies on the
Clicking his fingers, the kobold appears at home holding steps outside. This spooky pillared hall looks to be prepared for
a strange cube with a crank handle - when turned, some kind of ritual, decked as it is in boughs of holly. A festive
a disembodied head leaps out! (Jack-in-the-box). rug and 3 mechanical abominations (giant
CONGRATULATIONS KOBOLD, YOU LIVE AGAIN! nutcrackers) ambush
(dance with) the kobold.
Mapped in Dungeon Scrawl, GM Players Loot Hazard Hidden Sealed
including assets by
2minutetabletop.com (CC BY NC 4.0) controls control treasure Door
CHA PEL o f SAI NT AUGUST CHAPEL
NEVER MAY Congregation seated in pews sing, and speak tongues. Exit
WE PART Preacher enthusiastically peels o his face, revealing
a beautiful witch. The congregation violently reshape
into a sickening portal. Mess of twisted esh and
shattered bone. Views into hell’s inner sanctum.
Ritual. If the giant egg is intact, or the witch has the
pearl — In d4 turns, the witch frees her boyfriend
from the portal to hell. A normal human, he seems
familiar, like a lost friend. Je is a really nice guy.
After the ritual, Je thanks you. The pair leave.
CRYPT
CRYP T
Tiered catacomb of slick stone. Narrow stairs, loose
bones, crypt moss. Mismatched skeletons rise from
shadowed alcoves. Laughing in chattering voices, they
hurl femurs and shove — nothing to stop your fall.
OVAR IUM
Vaulted cavern of slimy rock. Pockmarked with oozing
sores. Thumping heartbeat of moving uid. Tangle of
uncountable tubes pump blood and humors into a
clutch of eggs dominating the room. Connected by OVARIUM
umbilicals and tubes, a giant egg lies at the center of
three man-sized eggs.
Crack a man-sized egg. (d6 per egg)
1. Yourself, inside out. You don’t like it. (as wight)
2. Bloody yolk. (as your preferred ooze, pudding, or jelly)
3. Man-skin tomes. Exchange sanity for any secret.
4. Rotten gas and maggots. (as mouth maggots)
5. Adorable puppy. Loves you. Melts in d6 minutes.
6. d100 tiny innocent people. They do not wish to die.
Crack the giant egg. A gestating mass of tentacles,
teeth, guts, eyes, and sh hooks. A lone black pearl
of worth equal to a pure soul. The crowbear arrives
SANCTUM
Entrance
to retrieve it. She is cunning, loyal, and sly.
SAN CT UM ‣ Enter here from a dungeon
Cruci ed cultists bleed out into a pitted iron grate in
the oor. Black candles burn low. Ritual circle of ENGINE BELOW
bloody salt. Viscera and unholy implements atop an
altar of bones. Begging voices of the dying:
‘Do not interrupt the ritual,’ and, ‘He is coming home.’
Bloodless corpses. As the cultists die (in d4 rounds EN COUNT ERS
each) they rise to stop interlopers. (as zombies) 1. d8 cultists. Bearing crosses. Eager sacri ces.
EN G IN E 2. Adventuring party. Where are their bones?
Yawning chasm. Far below, a demon engine of 3. Something. Writhes and hungers. (as chimera)
impossible scale. Half-sunk in a dim glowing lake of 4. d6 goblins. Lost, scared, unusually cooperative.
oily blood. Reek of gore and engine grease, burning 5. Crowbear. The witch’s wily familiar. (as owlbear)
rubber. Grinding of enormous gears, massive pistons 6. d6 damned souls. Seeking bodies. (as shadows)
thunder and clank. Certain feeling of gruesome death.
https://creativecommons.org/licenses/by-sa/4.0/ WRITING LAYOUT ART by BORYAN.ONLINE
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The Lighthouse
By Algan Coskun
https://creativecommons.org/licenses/by-sa/4.0/

3
.

2 8
The Moon was full that night.
4 The Sea was angry too.
Our sails were thorn apart by
9 The furious breaths of gods.
7 Our hull was a matchstick
Against the mad waves.
Top Floor Our crew, our friends
They became one with the water.
6 Are we ,survivors, the lucky ones
Or the already dead ones?
2nd Floor Sky has changed. Stars too.
Time ran amok.
1 5 We found ourselves by the rocks.
Center of our universe is
The Lighthouse now.
1st Floor
There is no other way than
The haunted gates of it...

Lore & Mechanics



Payers have survived a terrible unnatural storm on a full moon. Winds were unpredictably harsh and waves were cruelly targeted. The ship
was torn into pieces and nearly everyone is dead. The lucky(!) players washed ashore into some rocks. Careful eyes would immediately
recognize that they are not under the same sky once they were under. Stars are not right but the moon is disturbingly big and moving so fast.
Players are barely alive but after a few moments they realize the gargantuan The Lighthouse. It is a nightmare material. Dark blue walls are
covered with moss and various shells from depths of the sea. There is a faerie green light coming from the top level. Their only hope to survive
this dire situation is through the gates of it. Their only way to survive is rising through The Lighthouse!


Players start the game at “Waning Gibaus” phase of the Moon which is indicated by a dot underneath. With every unsuccessful dice roll the
moon shifts one phase against clockwise (DC of challenges is always 50%. Like 4 on a d6 or 11 on a d20. You can add or subtract modifiers to
adjust the difficulty).With every new phase the weather and the sea gets worse and worse. At the full moon phase, the sea level starts rising
and fills the first floor with water slowly. However the water brings more than a death by drowning. It brings a curse. It brings Lycanthropy.
Were-shark, were-octopus, were-crab, were-jellyfish, were-squid. Those creatures are dangerous and quickly catch up with players. Were-
creatures are dangerous and quickly catch up with players. Yet, they won’t attack until players do because they have a different target: The
Keeper. It is the final boss of this dungeon. A powerful lich who is the reason this realm exists in the first place and feeds upon people. The
Keeper uses the storm to trap people here then raise them as puppets. Lycanthropes are the survivors of both the storm and The Keeper yet
they fell into another curse. Whenever there is a full moon, they rise from the seabed and try to hunt down The Keeper to take revenge. If
players try to talk with them in a good manner, they might be open to an alliance, however if things go sour, they would not hesitate to share
their curse.


Players might face 3 different ends. At each end, they will rise one way or another. In other words we can say “ And Still They Rise”. At the
1st end, they might fight against the lycanthropes. Whether they are alive or dead -lycanthropes tend not to kill player- the bitten players must
have a successful save or they are destined to rise as a new creature at the next full moon and join the revenge path. The 2nd one is losing to
The Keeper and its minions. In this case, players will rise as new puppets of The Keeper and become undead. The 3rd and the happiest end
is the players' victory against the every danger of The Lighthouse. In this end, they walked through the stairs and finally managed to rise from
this realm to their own as they came here. Even this happy end can be bittersweet with the loss of some friends.

ROOMS
1. The entrance, full of dead lycanthropes and rotten bodies as well as bones. There are still some moving. (Skeletons + Zombies)
2. The gate is blocked by some heavy objects. The inside is a deathtrap. Lots of loose tiles and tight spots with sharp edges
3. Kitchen but it doesn’t smell nice. There is a chef who specializes in lycanthropes and freshly caught people. (High level Skeleton)
4. Prison aka pantry. There are cages full of half dead and all tortured creatures. From sea animals to humanoids. None is conscious.
5. Upstairs is heavily guarded by the royal minions of The Keeper. (Ghouls and Zombies. A lot of them!)
6. We hear The Keeper. He is excited about those new preys and taunts them. The room? It is more like a cliff, it is hard not to fall.
7. Experiment Room. There are some unimaginable mixtures of flesh, bones and blood. (Blood, Bone and Flesh Elementals)
8. The last room before The Keeper. It looks empty but a sharp eyed one can see the faint light of the ghosts. (Ghosts)
9. The final room. Horrendous The Keeper. It is a miracle that its body is still intact. It is a torture even to look at it. There are also a
dozen corpses merged into one beside it. This room is filled with a bright green light coming from the fire at the center. There are
tons of books and unholy relics to imply that The Keeper knows some powerful spells. Still, there is no treasure other than a ladder
that raises players into a portal that gives players freedom (Flesh Golem + Lich)
Dungeon Of The Lonesome God – designed by John “The Ugly Kobold” Kaniecki johnkaniecki@aol.com

The Stairs Descending! Off the curvy path through the hills, you come to a stairway descending. The stairs appear
to be carved from the rock! – The stairs descend sixty feet at about a 30-degree angle before they twist to the right.
At this point, the stairs are steeper. Eventually, they lead to a gaping hole ten feet high and roughly 7 feet wide. Any
creature with a mining background will readily determine that dwarves created the stairs.

At The End Of The Stairs – The hole in the hill opens to a room 40 feet ahead and 30 feet wide. The ground is
covered with gray dust lacking any signs of traveling. On the east and west are two massive doors, the east of iron
and the west of stone. Ahead of you is a stone statue of a creature sitting on a throne. Two bronze bowls on pedestals
are lit with a green flickering fire. – It takes a perception saving throw of DC 24 to discover a trip wire twenty feet
away if traps are looked for. If the room beyond the entrance is searched, the DC goes down to 14. Triggering the
trap lowers a portcullis. A strength-saving throw of DC 27 is required to lift it.

The Statue – Approaching the statue, it becomes apparent that it is of a dwarf upon a throne. Upon his head is a
helmet. His right-hand holds a mace, and his right a staff. The two braziers flicker green flames but offer no heat. –
A bard or dwarf could make a history saving throw of DC 15 to determine that this is Othro, the dwarven demigod
of gems. Any attempt to pass the two braziers emptyhanded causes them to burst on the offender, the spell burning
hands except giving 3d6 necrotic damage for half damage dexterity saving throw of DC 14.

The Stone Door – Carved on the wall in the dwarvish language are the words “Alive I give darkness in death light.”
-The correct answer is the word “wood” or “tree” spoken in dwarvish. (This refers to shade and burning) Upon
uttering the word, the door slides open. Beyond The Stone Door – There is a room 20-foot square. Inside is an ogre
zombie with a golden chain and emerald medallion. The ogre has 90 hit points and attacks until destroyed. The gold
medallion will radiate magic. It functions as a luck stone. Remember to give the ogre an additional +1 on attacks.

The Iron Door – Carved on the wall are the words in common,” I am highly coveted but eventually bring death or
war.”- The correct answer in any language is gold. Upon uttering the word, the door slides open.
Beyond The Iron Door – There is a passageway ten feet wide proceeding 50 feet to a wooden door.
The Wooden Door – Upon the wooden door is a knocker in the form of an orc’s face with an iron ring in his nose.
Carved under the knocker are the words, “Knock three times on the door.” – Knocking three times will open the
door, as will any effort. The door, however, is a mimic of 65 hit points who patiently waits to attack.
Beyond The Wooden Door – This room is 30 feet square. Inside is a pile of gold coins and a wooden treasure
chest. Sitting on the pile of gold is a goblin. His clothes are worn. He snarls at you, lifting a short sword, "It's mine,
ye thieves, all mine!" The goblin has 5 hit points and will charge the party. He doesn't fight but attempts to get slain.
After combat with the goblin, the mimic waits until the party investigates the wooden chest, which is a second mimic
of 55 hit points. Once the chest mimic attacks, the door mimic attacks, most likely at a spellcaster in the back with
surprise. Treasure – There are 1252 gold pieces scattered about the room. They are of strange design, not round by
triangles. Astute players examining the gold will discover that one side has a tree and the other a dwarf's face with a
large nose. A bard or dwarf can make a history saving throw of DC 9, or a cleric or druid can make a religion
saving throw of DC 12 to determine the depiction is of Usg, a dwarven demigod of greed. Any physical examination
of the gold readily reveals it is lead covered with gold, essentially worthless.

Approaching the Statue With Treasure – The party or members may approach the statue with either gold or
medallion without fear of the green fires. If they present the fake gold, the statue booms in a deep voice. "You offer
me worthless gold-plated coins!" Immediately pair of dwarven wights hit point 47, 51 appear. "Begone from my
presence!" screams the statue as the wights attack and the portcullis open. The wights fight until slain.
--If the party presents the golden medallion, there is a loud clicking noise and a door on the wall behind the statue
appears. The mysterious door has runes in dwarvish reading, "Give me your best, for I shall willingly take it,
forever! Do you understand?” Merely answering “Yes” in any language causes the portal to open inwardly. Beyond
The Mystery Door – Before you is a room full of treasures. There are several treasure chests on piles of gold,
silver, platinum, and electrum mixed with emeralds, rubies, and diamonds. A glowing battle axe and a mysterious
scroll are also hanging in the air. Anyone foolish to enter is lost and teleported to the DM's choosing to be the
companion of the Lonesome God! The door then closes. Of course, there could be an adventure to rescue to fool.
After the offering of the medallion the entrance is also opened.
https://creativecommons.org/licenses/by-sa/4.0/
What happened here? 3. The old druid cemetery
Eons ago • Cold. Frost covering the sarcophagi. The crunch of broken
A spacecraft of an advanced civilization crashed in the pottery under shoes.
mountains. The pilot went into cryostasis. The ship's fuel began • 3 ghosts (HD2, know the spell "illusion"). They will
to gradually leak out, forming veins of strange metal in summon a thick fog and try to gauge the PC's intentions
the rock. Microorganisms from the ship began to overgrow the from a distance. They will attack if PC open any of the
walls in the form of green slime. The ship's machinery started tombs.
to cause gravitational anomalies. • Many small urns. 3 richly decorated sarcophagi of
archdruids. In them:
A very long time ago ◦ A diadem that allows to talk to a chosen animal once a day.
Myconids settled in a cave system. The druids built ◦ Staff that turns into a venomous snake when thrown

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
a sanctuary on top of a cliff. In the caves they set up on the ground.
a cemetery for their dead. ◦ Wight (HD3), will attack immediately after opening the
tomb. Automatically wins the initiative in the first

A system-agnostic module A month ago


Dwarves lured by tales of strange metal began mining in the
round. On the bony fingers rings worth 500 gp, including
the old family signet ring.
for characters level 1-2 deep caves. The expedition is led by the foremaster Derret, • A vein of strange metal leading deep into the earth.
known as Iron Leg. The miners chased the myconids to higher
by Michał “Boodzik” Budziński levels and kidnapped one of their young as a curio. 4. Dwarven excavation site

https://creativecommons.org/licenses/by-sa/4.0/
• Walls covered with veins of strange, shimmering rainbow-
A week ago colored metal. The sound of pickaxe strikes. Dust floating
D3 Adventure hooks Myconids began attacking druids performing rituals. Dwarf in the air.
1. Druidess Fathana received a letter from her friend El'Dil Yarik, disguised as a wandering juggler, is trying to fathom • 4 dwarves (HD1) smash rock with pickaxes. One of the
asking for help. Guess who she hired. whether the nature priests will help the dwarves deal with the miners is possessed by the spirit of a druid.
2. A rich nobleman (impostor) will pay a lot to retrieve myconids. The spirits of the ancient druids are aware of the • The young dwarf prepares gunpowder to blow up the rock.
an old family signet ring from the grave. danger posed by the dwarves' activities. They subtly sabotage The possessed one will interfere.
3. Dwarves of the Iron Helmets clan want to find out what their their work (illusions, possession). • The foremaster "Iron Leg" (HD2) oversees the work,
competitors are doing at the foothills of the mountain cliff. sipping ale.
Entrances • The little myconid (HD1) sits sadly in an iron cage.

a 1 In addition to the stairs in the Shrine [1], the cave system can
be accessed through:
• A corridor to [5], hollowed-out in the alien metal. The
passage is blocked by a metallic force field. It is opened by
(a) the ruins of an old well (rope needed); applying a piece of alien metal lump.
(b) a grotto in the cliff face, to which a narrow mountain path
leads. The dwarves have set up their camp at the cliff’s base. 5. Spaceship
• A metallic grotto smelted into the rock. Walls covered with
greenish slime. The smell of acid.
1. The shrine of the druids • Remnants of a crashed spaceship, half buried in rubble.
• Megalithic circle. In the center, a stone staircase leading Inside, artifacts worth 5,000 gp for a mage or metallurgist.

2
deep into the earth. • If the PCs enter the room the ship will open and Vradoth
• Centaur El'Dil, the druid (HD3), is performing the ritual the Conquerer (HD6) will come out. He will want to open
of the spring solstice. He is accompanied by three acolytes the skulls of the intruders to get information about the

3 (HD1).
• Nearby, a cart pulled by a donkey. By its side a tent and
outside world from their brains.

a small bonfire. Dwarf Yarik (HD1) in a strange wig


D6 Random encounters
is cooking dinner. 1. Three dwarven miners (HD1) argue
last bottle of ale. over who will drink the
2. Myconid lair 2. A ghost-possessed dwarf (HD1) tries
• Stone cave. Moisture dripping from the ceiling. Intense 3. A druid's apprentice (HD1) got stuckto destroy mining tools.
4. Two myconids (HD2) drag a dwarven in acidic slime.
smell of mold. Phosphorescent fungi growing on the walls. 5. Gravity anomaly. The ceiling becomes miner to their lair.

4 • 4 myconids (HD2) brutally interrogate a captured dwarf. 6. A solid mass of space slime blocks the the floor.
any metal it touches (except the cosmic passage. It dissolves
b The captive does not understand a word of their language. one).

5 • The shaman (HD3) tries to calm his companions, but they


do not listen to him.
The elder's of Ewig Isle spin a yarn of a bygone era
when the feared Orkhvold, a demigod of death,
spread blight across the lands. It's proclaimed that
1. the town The Undying Curse
On the isle of Ewig, death is a thing of the past. Should a PC be killed, describe the
gruesome scene as they are slain. Then, in a few heartbeats (or at the end of their
in a glorious triumph, the high clerics of the next turn), the corpse and any equipment remain and turn to black stone. In a
flash of necromantic energy, the character reappears in nearby spot, restored to
Candelan Minster cast out the shadowy deity with their condition before the deathblow. On death, the character gains a deathbrand,
an arcane rite now lost in the mists of time. (preferably a physical handout), that complicates the completion of their quest...
Upon arriving on the island, the party is immediately hit with the stench of rot and sound of buzzing insects.
Crowds of starving peasants shamble across the docks, and a perceptive character would notice that many bear This transforms exploration of the Abjurer’s Tomb into a peculiar conundrum
But with a cruel twist of fate, their boon soon a strange bony claw mark on the back of their neck, sometimes multiple. An ominous cobblestone tower stands where death provides solutions, and killing foes offers naught but brief respite.
atop the highest hill, clearly overgrown, attracting a flock of ravens that watch its entrance.
morphed into bane—insects multiplied into They scatter when the party approaches, which a few villagers take notice of.

monstrous hordes that ravaged the countryside,


farm beasts swelled beyond the confines of their 2. the entrance 3. the chamber below
characters resurrect in a steam-filled chamber, where highly consecrated water streams down grates along the
Beyond the mouth of the tower is an overgrown stairway,
paddocks, and contact with ancestral spirits leading deep down into darkness where the party is
ceiling edges, creating a 20-foot-wide river bisecting the place where the players are spat out and the exit to
the chamber. Stone hands and sword hilts can be seen sticking out from the steaming waters, though they are
greeted with a smooth stone wall surface covered in a visibly sinking. At the far northern edge, the hilt of an ‘unmovable scepter’ can be seen. The players will need
became a tradition of the past. sacred mural, lit only by two torches in sconces on the to find a way to cross the lethal river to escape the chamber. Exiting the chamber leads to a set of ascending
opposite wall. A blood-stained man in the corner stairs, which suddenly drop out to reveal a room with three iron cages (see the oathkeeper's threshold).
trembles with his head between his knees. He has gone

Now, guarding the Abjurer’s Tomb with a


ferocity befitting a junkyard dog, the Candelans
mad and rambles on about how they never should have
crossed. On the back of his neck, the same claw marking
is visible: a deathbrand.
Upon touching the wall, the mural lights up and a haunting chime echoes, with the stone face splitting into
4. the chamber aglow
characters find themselves in a 10-foot-wide room with 2 winged angelic statues at the far left and right sides,
twin concrete walls that pull apart, revealing a 100-foot-long straight pathway with a faintly glowing each with one palm extended forth, which buzzes with radiant energy. The faces of both statues look up to a
cling tenaciously to the reins of death, rationing it doorway at the end and a floor of bloodied drainage grates. The path fully opens after 10 chimes. hole in the ceiling at the centre of the room. The players will need to find a way to create a ‘circuit’ physically
connecting the buzzing energy of each, though completing the circuit with their bodies will overwhelm and
out in their own capricious manner. When a character attempts to traverse the path, the walls begin to close, granting 10 seconds before anyone
inside is crushed to a liquidy pulp, which is then drained into the chamber below, where the character fry them with the radiant force. Upon creating a circuit, a mystical translucent set of heavenly stairs rise up
into the ceiling, granting the party passage upwards and out from the chamber. Following the path at the top
resurrects (see the Undying Curse). If they manage to traverse the distance (DC 20 or system equivalent),
of the stairs leads to a sudden drop, revealing a room with three iron cages (see the oathkeeper's threshold).
they narrowly escape being crushed and arrive in the chamber aglow.
Ere long, desperate pleas for aid echoed across the
dividing brine, falling on the ears of gallant
5
5. the oathkeeper's threshold
outsiders who might have the moxie to shatter the 2 4 Dropping into the candle-lit chamber, three iron cage doors open, each housing an Ancient Candelan
Paladin who utter vows in an ancient celestial tongue. All arise to defend the final set of black double-doors to
town’s eerie immortality…will you heed the call? the sealed god's tomb at the far end of the room, and prevent further passage until they are contented with
(roll for initiative!). They are trained warriors with clerical magic and mighty halberds—death only stalls
them for a few seconds, certainly not long enough to open the door before they return to uphold their oath.
will you break the: 6 Upon killing all characters, the paladins return to their cages, granting the party the ability to open the final
door after resurrection. Alternatively, if all paladins can be convinced, tricked, or bullied back into their

Curse of the
cages, they will return to a dormant prayer state, allowing the party to open the final door...
3
6. the sealed tomb of orkhvold
Entering the hallowed chamber, the party is greeted by a large engraved sarcophagus with black mist gently pouring from its cracks. Lifting the heavy lid will free the
soul of Orkhvold and break the curse. At the left side of the chambers, dozens of black stone statues can be seen praying to a large phrase written in several languages:

Immortal Isle The Prayer of Abjuration.

It is clear that upon releasing Orkhvold from his tomb, those with a deathbrand will need to save (Charisma, Will, or system equivalent; DC 7 + 3 per deathbrand) or
answer his reaper’s call and return to the grave, as he claims all souls that were resurrected from death in his absence. On a success, they escape with their life and the
curse broken, but bear the gaze of one who has witnessed the wrath of a god for the rest of their days. If characters, fearing the possibility of death, choose not to free
Orkhvold and instead recite the Prayer of Abjuration, it is also clear that they will awaken at the entrance with a deathbrand, once again scattering the amassed ravens.
This ensures that if the day comes where some other brave adventurer breaks the curse, the party still risks a grave reckoning…

designed by Jack Oatway for the 2023 One Page Dungeon Contest • artwork produced using Midjourney ai • map produced using Dungeon Scrawl https://creativecommons.org/licenses/by-sa/4.0/
Evil Debt!
Can you handle the rising costs of being an adventurer?

ungeon exploration ain’t cheap! Players have

D
Let’s Get Digging!
racked up debt along their travels and are
looking to pay off their Adventurer’s Express The burial process is 4 phases each with its own DC. A
credit cards! They’ve agreed to help a village success on a 1d20 allows that player to move on to the
bury their deceased and decide to make a next phase and could also score that player some gold!
friendly wager to help pass the time. But there (GP might be hidden in a coffin, you never know!). A
seems to be something strange about this cemetery… failure could cost them -1 shovel charge and force them
Every so often the recently buried come back to life! to re-roll or to fight a zombie (BYO Monster Stats!) and
then start over at Phase 1 with a new burial! (-1 Shovel
A Friendly Wager Charge each time a player swings and misses!).
First player to bury 3 bodies in a row wins! If all players A successful burial without a zombie earns that
get knocked out then the player with the most burials is player 2 GP and a chance to mark their burial spot!
the winner! Bonuses to those who come out with the First to get 3 in a row stops the game! A player has the
least amount of debt! (Bonuses are up to the GM!). opportunity to interrupt another player’s row. Kinda like
tic-tac-toe, but instead use a 6x6 grid on graph paper!
Roll for Debt!
Burial Phases Roll Chart
Players start by rolling 1d8 to discover their Debt!
Player Debt is in Gold Pieces (GP). Phase DC Success Failure
Use GP to pay off Debt! 1. Dig Hole 8 Next Phase! -1 Charge! Re-roll!
All GP must go to pay off Debt first! 2. Lower Body 10  1d4 GP  Zombie!
If player Debt is 0 then surplus GP are all theirs! 3. Bury Body 10 Next Phase! -1 Charge! Re-roll!
If a player has no GP they can go further into Debt! 4. Pat Ground 8  2 GP!  Zombie!
Players cannot go into Debt beyond 20 GP or they’re Experiment by adjusting DCs, burial count, and grid size for fun!
out of the wager!

Enchanted Shovel
Calculator
The gruff cemetery groundskeeper looks at
you and says “I was sick and tired of folks
always breakin’ my stuff! So I had some of my For those players with no GP IRL and can’t afford fancy
tools enchanted and now they cost charges dice, here’s a calculator just for you! Maybe use a couple
to fix, ye hear?! You break it, you bought it!” pennies to keep track of where you are. If you have any…
Credit Card Debt Tracker (GP) 
Player’s are each issued an enchanted shovel for the job
as their only tool and means of defense! When players 0 1 2 3 4 5 6
show up to work there’s no outside gear or GP!
Each player begins with an enchanted shovel with 2
charges. Charges cost 1 GP each and an enchanted 7 8 9 10 11 12 13
shovel can hold 4 charges. If an enchanted shovel is on
empty that means it can’t be used until it has at least 1
charge! If it can’t be charged then that player is out of 14 15 16 17 18 19 20
the wager!
The groundskeeper graciously pays off the credit card
debt of any player who demonstrates care for their Burial Phase Tracker
enchanted shovel and returns it with at least two 1. Dig 2. Lower 3. Bury 4. Pat
charges.
Shovel Charges Success:
8
Next!
10
 1d4 GP! Next!
10 8
 2 GP!
E 1 2 3 4
Fail: -1 Charge!  Zombie! -1 Charge!  Zombie!
 Re-roll!  Phase 1! Re-roll!
  Phase 1!
Josh & Mallory Archer | https://creativecommons.org/licenses/by-sa/4.0/ | Formatted with The Homebrewery
Into the Shade

Plot:
An evil witch has put the village of Hiford under a sleep curse in an attempt to steal its children. The party was hired
by the only remaining awake inhabitant to venture into the dark forest, known as THE SHADE, to defeat the witch and
find three components that will cause the curse to be broken and the village to rise once more.

Where to Find the Components:


1. Mooncurrant – Roll a d10, place the component in the matching area to the die roll. If outcome is a 1 or 10,
reroll for a new area.
2. Bitterbite Sprigs - Roll a d10, place the component in the matching area to the die roll. If outcome is a 1 or 10,
or matches the area of the Mooncurrant, reroll for a new area.
3. Root of Glory’s Crown – This can be found at the Witch’s Hut.

Areas:

1. Entrance to The Shade. A sign gives warning 6. 3 Giant Spiders live in the trees and will
to people entering of monsters and bandits. attack the last character to enter the area.

2. This Area contains an old open pit trap. If 7. There is a bandit camp with hostile D6+3
searched, the party will find a hunter who bandits and one bandit boss making wine with
has fallen in and is being harassed by a the Mooncurrant. They will let the characters
wandering monster (roll on chart). If they go without a fight for 200GP. With enough
help them out, they will reward them with persuasion, they will tell the party where the
the location of the bitterbite Sprigs. mooncurrants can be found.

3. A wolves Den containing a d4+1 wolves and an 8. The bridge has collapsed into the raging river,
alpha wolf is in this area. They will attack if leaving only a single rope to get across.
anyone gets too close. Characters that fall in end up in area 6.

4. Canopy is darker in this area. If the party 9. A hobgoblin has been hired by the witch to
doesn’t have a torch or darkvision, they must stop anyone trying to get to her hut. He is
head to area 6. If they do, they may choose willing to let the party pass for a character’s
what path to take. strongest weapon.

5. This area has two Wandering monsters (roll 10. The Witch can be found preparing a spell to
twice on chart) feuding over an animal have the sleeping children march to her hut.
trapped in a hanging net. She will attack as soon as the party’s
presence is revealed to her.

Roll d20 1-4 5-8 9-12 13-16 17-18 19 20


Wandering Grizzly D4+1 D8+2 Owlbear D4 Forest The Witch
Monster Bear Bandits blights Ankhegs Troll
Design By david & alisha Huffman https://creativecommons.org/licenses/by-sa/4.0/
The Riddle of the Elements (in primordial, engraved above the
fire place): Elements Four, all play a roll, to gain entry, you must
The Primordial Library of Elemental Wisdom
1
show control. Embrace their power, don’t be afraid, let their Dive deep into the lost library of Elemental Wisdom. Your party arrives at a long lost library on the forgotten rim of an ancient civilization. Your
wisdom rise and show the way. [A spell or action that shows
dominion over an element (air, fire, water, earth) on each of the exploration uncovers an ancient primordial riddle. Do you have what it takes to explore the ruins of this elemental civilization that seems to have
pillars will open the hidden door behind the fire place.] gone existent upon the height of its rise? Can you solve the riddles needed to survive and those needed to thrive…. Together, can you rise?

The Stacks. In each book stack there is a book of Primordial


2 Translation allowing the adventurers to read the riddle. 13 Random Chests: Roll a d6, odds a mimic, evens a helpful common item of the DMs choice.
The Door of the Elements. The door is locked with the following
riddle engraved above: Four forces of nature, hand in hand we stand,
To pass through this door, you must understand. With a gust of air, the
first step you shall make, With a spark of fire, the second path you'll
Alter of the Rising Wind (engraved on the alter): I am born from take. Then, water's flow, the third way to unlock, And finally, earth's
the warmth of the ground, A gentle force that's all around. In Exit :You made it out 17
touch, the door will now be unshocked. Embrace the elements, let
them guide your way, And with their powers combined, you will rise
currents, I soar and climb, Lifting spirits with every chime. From
flames to feathers, I find my way, Guiding creatures on their 19 alive. After all this…. this day.
3 skyward ballet. An updraft's touch, a gentle glide, With wings or TOGETHER WE RISE! The door can only be opened by a fire, water, and air gem located in
kites, I'll be your guide.
the corresponding treasure piles. The forth gem (of the earth) must be
Once a character blows (or uses wind magic) on the alter three collected from the Earth Elemental throne (16).
magic elemental rings rise from stone (air, fire, earth).

A vast amount of treasure has been collected in this tomb over the
millennium. An Amulet of Elements can be found here along with
Mephits and Doors. Once the alter is activated a secret door to Gold, platinum, and precious gems…. All for the taking at the DMs
4 the south opens while the entry door slams shut. Various Mephits 18 discretion. Be warned though, if the Titan should fall he destroys the
begin gathering in the corners waiting to attack within moments. pillars and brings it all down with him. The players have only moments
to make it out alive.

Air Elemental battle. Adventurers enter The Chamber of Rising


Air. As they enter the room they hear a loud “click” as the door
behind them slams shut. Before them gathers a giant Air
Elemental thrashing about. Every third round of combat six
5 Steam Mephits appear in the corners of the room.

Reducing the Elemental to 0HP unlocks the door to the next


chamber. The way back remains shut.

The Furnace. Upon entering the dimly lite room the adventures are meet with a cold yet beautiful piece of ancient
machinery. On it is engraved: I am a fiery heart, roaring with heat, A metal's master, where alloys meet. With bellows
and blaze, I forge the strong, My fiery breath, a blacksmith's song. In me, metals meld and ores refine, Crafting armor
of, art divine.
6 There are four levers representing each of the four elements and one socket at the top of the machine [“You get the
sense that you are to combine two or more of the elements in the socket to ignite the furnace.”] Combining air and
fire unlock the north door any other combination unlocks the south door. [“There is a loud “click” and then steam
erupts from the massive gear emerging from the wall and a door opens.”]

Either the north or south door (oneway door). The elemental statue before the party represents fire and seems out of
7 place. Rotating the statue until it faces inward will ignite the next set of gears and open the next oneway door. A
check of any kind will show a Neckless of Fireball with one gem left, around the statues neck.

North Entrance: The elemental statue before them represents water and
seems out of place. Rotating the statue until it faces inward will ignite the next
8 set of gears and open the next oneway door. A check of any kind will show a
Iron Flask.

South Entrance: The elemental statue before them


represents earth and seems out of place. Rotating the
9 statue until it faces inward will ignite the next set of gears
and open the next oneway door. The statue then comes
alive and has the state block of Animated Amor.

Riddle of the Rising Flame: Lava flows along the


chamber about five feet below. The floor opens up with
unique tiles engraved with primordial letters jumbled.
Healing Waters: The players find reprieve and
Using the primordial text will show a series of letters. The
rejuvenation in the healing waters as if they were to have a
10 riddle above the door reads: “As _ _ _ _ - _ _ _ _ s - _ _ _ _
rises.” A successful puzzle completion (shown on the 14 short rest plus and additional hit dice of HP, an
additional spell slot restored, as well as a potion of
map) will open the door. Each failed attempt will raise the
greater healing.
lava in the room by one foot. Five failed attempts will flood
the room with lava.

Water Elemental battle. As soon as the players cross the


threshold the water begins to rise rapidly. A voice from the
Fire Elemental battle. Adventurers enter The Chamber of
water screams: “Our RISE cannot be stoped!.” As the
Rising Flames. As they enter the room they hear a loud
“click” as the door behind them slams shut. Before them 15 water rises Ice Mephits begin to form in the corners of the
great room. Use of the fireball gem will neutralize the
11 gathers a giant Fire Elemental thrashing about. Every
third round of combat six Magma Mephits appear in the
rising water and open the door. Otherwise they will be
forced to roll initiative to battle the Water Elemental.
corners of the room. Reducing the Elemental to 0HP
ignites the fires near the alter in the center of the room.
Titan Earth Elemental battle. Upon entering the chamber
of the Rising Titan Earth Elemental (stat block of an Earth
Elemental) the door slams shut. “None shall stop my
Alter of Rising Flames. (engraved on the alter): I am the
rising!” Shots the Earth Elemental. He has advantage on
union of opposites, a dance of elements in harmony. Water
his first attack and has many boulders available to throw.
flows with grace, its cool touch a soothing melody. Fire
Six Dust Mephits rise after each third round of combat.
burns with passion, its warmth igniting hearts with glee.

12
Together we merge, a spectacle to behold, Steam rises in
the air, our tale unfolds.
16 Defeating the elemental means that he falls to the ground
shattering at least one of the pillars in the room. The
players only have a short moment to escape.
Adding fire from the cauldrons near the alter and any form
of water will create steam and open the locked door to the
SouthEast. *The three traps displayed here each have a DC of 12 in the skill set of the DMs choosing.
Created by: C.S. Taylor
Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) license.https://creativecommons.org/licenses/by-sa/4.0/
D&D 5e common use license.
The first time I tasted Brittle Bight Cake in the montredeux of Saint Jaconde, I knew this was a cake to die for. Literally! IN GR ED IE NT S
In old Jaconde, they prepare the ingredients over a lifetime and serve it as the centerpiece at funerals (sometimes with
a figure of the deceased inside). But at RBE Test Kitchen, I wondered if we couldn't do things just a little bit faster. a basin channeling leaven
ing
What you'll find below is my adaptation of the classic Brittle Bight Cake. It can go with any filling: strawberries, praline, agents through the test kitc
hen.
RAISING cinnamon, or cream cheese--the choice is yours! I use three raising agents to speed the process. If you have RBE-brand
rapid-rise dough and fast-ferment bacteria, you can manage in a matter of hours. Perhaps one does not need to die to
A sealed blue door; all blue
open if baking soda is pou
doors
taste heaven after all! red into the
AGENTS Editor's note: This was the last recipe Alain Levain submitted before his disappearance. The results are widely acknowledge to be
unpalatable. High regard for the late Chef has fueled speculation that the recipe is missing an ingredient -- perhaps something that
blue basin.
A sealed red door; all red doo
can only be located at his since-abandoned test kitchen. Whoever proved the missing element theory and saved the final recipe of rs
Chef Levain would be a hero to the culinary world. ope n if the reception switch is
set to red.
A sealed pink door; all pink
METHOD open if egg whites are pou
red into the
doors

1. Vestibule. A wall plaque reads: "Our doors are always open to those who know how to make bread rise." Behind the host's podium, there pink basin.
is a bottle labeled "Sodium bicarbonate." To the left, there is a blue basin connected to pipeworks. 2. Main House. A hollow rectangle of One half of the oven door
oak dining tables and rotted, upholstered chairs surrounds a still-functional bar and kitchen. The bar offers a limited cocktail menu:
seal.
Unlocked by pouring sourdo
ugh starter
dragon whiskey sours, celestial peach fizzes, gutter punch, and something called a "mindflenser." The menu cautions that the first two into the green basin and rep
drinks contain egg whites. Beware: Monstrous hors d'oeuvres roam the floor -- bedeviled eggs, boars in a blanket, bacon biters, and lindwyrm airing channel
back to oven door.
poppers. 3. Reception. 4. Chef's lounge. A private reception area for special guests of the Chef. Among the items behind a display case is a
A sealed orange door and
beaker with a spongy, ochre liquid ("the mother of my success"). Recessed in the western wall, there is a bottle of elixir connected to an one half
of the oven door seal. Unlock
inactive, pink tap. If the pink channel is active, the bottle is no longer removable, but a milkshake machine is operating and will produce ed by pouring
both baking soda and vinega
an invigorating shake. 5. Cold prep. A seated, malfunctioning robot known as the guard-mangler blocks the door to the east, his prep- r into the
orange basin.
cooking blades whirring dangerously in front of blank metal eyes. The party can destroy, deactivate, or attempt to reprogram him.
A switch that redirects the
Inspection reveals someone has replaced his oil tank with vinegar. 6. Dairy. The dairy room contains animal flow of
baking soda from blue to red
pens and butter churns beside a modern laboratory. It is empty save for robot chef Sue. Sue says that her ;
colleague Kahmi took hens to NW for his own purposes. She would like them back to make a Genoese. A friendly robotic chef nam
ed Sue.
She will explain, if asked, that egg whites are needed to activate the pink basin. She also provides A bored robotic chef named
Kahmi
general baking advice if the party is stuck. 7, Main Kitchen. The far wall is dominated by an
enormous oven door nested within a sculpture of a dragon's mouth. Pipes run from the
kitchen counters through to the oven, allowing players to pitch in ingredients of their
choosing. Beware: Giant rats have overrun the kitchen. If the party disturbs them, they will
join tails and form a rat king. 8. Bread. An unlit hall lined on either side with vacant
ovens. There is a 10ft-wide gap in the middle of he room. 20ft down, you can see a
collapsed bridge for the gap. Inspection reveals the surface below is a spongy bread. The
11

party may raise the bread (and the bridge) by: dropping a raising agent onto it, raising
the temperature, and kneading the dough. Or they may use any other means to raise or 9

create their own bridge. Beware: the bridge gap is guarded by los churros hermanos and
their pet monkey breads. 9. Pastries. A tiled room lit by a shining tarte soleil. The cluck of
hens fills the air as robot chef Kahmi tosses them like basketballs toward a green basin. 8
7
He will assist the party if they can laminate better than he can (most folds wins). Note: 4 10
the green channel from the green basin to the oven door is broken in two places: a
missing tile in the pastry kitchen and the missing bridge in the bread kitchen. The party
must repair both breaches, by whatever means they choose, in order for yeast to flow to
the oven door. 10. The Distillery. An enormous chamber full of towering vats and three 2

pools of fast-ferment bacteria. Lab materials on eastern wall include a primer on


3
harvesting yeast from the air and a recipe for vinegar. Beware: apple, pear, and peach
golems prowl the floor. On defeat, they're pulped, and the party can use the juice and bacteria 5

to create vinegar. 11. Oven. A black hall on a grille of metal, with a second grille 12ft above.
1
The malfunctioning broiler fires every d4 rounds. Beware: the party faces a fully-baked
Brittle Bight Cake. The cake's elemental affinities and attacks should change based on what
ingredients the party has supplied. Hidden inside the cake, the party will discover the 6

remains of Alain Levain, clutching his final, completed recipe. The missing ingredient is up to you! Andrew Foglia - Ben Hurt - Michelle Wilson
An adventure by @cannadark & @dissenso.cognitivo
cannadark.itch.io - instagram.com/dissenso.cognitivo

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G FINISH with John Dough
Armor- Bomber Jacket. Move- Like a human. Literally a human,
trying to escape. Has a wand of magic missiles
Or An elevated and open-aired platform, stretching shoddily over
The Sky-High Rise of Prized Demonized Marmalaise G the nearby rooftops. John Dough is frantically attempting liftoff
with his chouxballoon- if left alone, he will escape using his Top
Bun aerial training. If trapped, he will drink a Potion of Yeast
C Mode and fight the party.
The Marmalaise
Any priest recognizes this chamber In two locked bread-bin treasure chests (openable with a Key
as containing something supremely
F
Lime) the party will find healing Power Dough, 3d6+3
evil. The marmalaise roils swarthily Cryptocurrants, and a stash of Hell Honey
in the 60’ pit it is imprisoned
within, lapping at sugar and F
Al Dante
alcohol slow-dripping from casks Armor- Hard Sugar. Move- Incredibly. A lover and a fighter. Targets
mounted on the wall. It is a form of weak-looking members, throws vials of Marmalaise at baked goods
devil, brought here by Al Dante, The floors are gorgeous- three-tiered, glass, and shiny. This
and spits out a flask of spicy Hell room is stuffed with truly tremendous bakes. Bowls of delicate
Honey every 6 hours. Will rapidly Ghoast Potatoes. Sultry Custard Tarts. Particular Pies. At its
ENRIND any baked good or mortal center, the Demon Bucatini Al Dante- who claims innocence and
upon contact. If the Oven is On, it surprise attacks the weakest party member with a vorpal whisk.
will slowly begin to rise out of the
Pit. It will chase the party at an Al Dante’s pockets are stuffed with 1d6 Cryptocurrants and an
athletic slug’s pace. Edict for Hellish Baking. One of the pies in the room is stamped
with a key, and is a Key Lime.
A A
START at the Entrance Hall Nobody’s getting through this much
The building is titanic, the shop is not. Empty, raw dough. If the Oven is On, it’ll C
though the worn floors and the slight cashier’s flinty be baked enough to excavate.
eyes suggest a harried existence.
Hang on- that’s not a cashier- that’s John Dough! If B D
approached, he shouts and flees through reinforced E
iron doors to Area G.
D
A magical butterfield at the counter slows the The Figgy Pudding
B Armor- Squodgy. Move- 0. Elephant size. If
passage of missiles and creatures, ensuring John’s Éclair Lair
escape. Flambéed, becomes a shrieking, firebreathing,
Armor- None. Move- Like Snakes. Bite like E
pyromantic spellcaster .
scalding sugar, skitter like rats. The Oven
A lovely, chortling, mostly raw pudding
John will block the passage between A and F with Four glass balls hang from the ceiling;
on a plate. Explains limited backstory A blackened dome of wrought iron, ringed in an
four metric tons of uncooked dough. Nobody’s flour, cream, eggs, and chocolate. A great
about John and Al Dante. Speaks in the avalanche of rough pine. Smells hollow and hot. A small
getting through that until the Oven is On, when it grinding silver hook lies in a pit in the
same cadence as the song Rockin around vial of Marmalaise lies on a table in the room’s center. It
will become cooked enough to tear. room’s center. It can be controlled via a
the Christmas Tree. Craves alcohol. will start slowly expanding if the Oven is On. The Oven
baroque control panel. If the Oven is On, can be Turned On via a complex control panel- this will
the lair will spawn aggressive 2d4 Eclairs. incinerate anyone not in the adjacent Asbestos Chamber
If the Oven is On and the Figgy Pudding
has been fed alcohol, it becomes a hostile after a short countdown. The Chamber contains a +1
Author: John MacAree Flambéed Pudding Pizza Cutter of Sharpness in a locked drawer.
First floor:

1. Entrance. Murals and paintings about the Sun God. One is 16. Empty. Damp clay scattered around the room. Rudimentary
made of gold (treasure). clay statue in the center - appears to be a reptile.
2. Corpses nailed to the wall. Message carved on one of them 17. Reptilian figures recently drawn on the walls. 3 cultists are
"Your salvation is ahead - there is no pain for the dead." destroying pictures and statues of the Sun God.
3. Trap. Axes on the ceiling are a distraction. A wire on the 18. Empty pool in the center of the room. Two hungry wolves
floor triggers a warning alarm. inside it, and attacks intruders.
4. A peasant's corpse inside a small confessional. Swarm of 19. Empty room. Remains of campfire, bones of small animals.
bats waits for another victim. Small hole in ceiling for smoke.
5. 3 corpses with drained blood. 2 Giant Vampire Bats hide in 20. Ten beds, seven with pillows and sheet. Treasure hidden in
holes in the ceiling and attack anyone who passes by. a bag of clothes under a bed.
6. Very strong stench. High pile of garbage (1.3 meters). A pet 21. Empty. Old bricks in corners. Clay on the walls.
Dire Wolf eats a pig corpse behind the garbage. 22. Trap. Unlocked doors that close and lock. Fungi with
7. Broken cupboards, traces of silverware and cutlery. Sweet poisonous spores kills anyone after 10 min breathing.
smell in the air. Unlit incense on the floor (magic item). 23. Locked doors (key in room 9). Freezing air. Amber crystals
Whoever smells it goes into a trance and their spirit can travel scatter on floor and wall. Strong echo. Valuable emerald
30m around the body for 10 min. 2 charges remaining. Secret mixed in the crystals.
door behind a cupboard. 24. Rusty metal bars. Grinding instruments on the floor,
8. Empty. Broken statues of the Sun God on the west wall. Old destroyed. Magic weapon lying between the bars.
and torn fabrics on the floor.
9. A dry, narrow (1.5m) smooth and deep (20m) pit in the Second floor:
center of the room. At the bottom is a body (ghoul) with a key
in its pocket. It attacks anyone who touches its body. 1. Trap. Red carpet on floor hides a deep pit with stakes.
10. Trap. Natural pool. Small chest (treasure) glows at the 2. 3 Corpses nailed to the south wall. Harum, the heretic
bottom. Hidden wire on the edge knocks down anyone who Druid, studies a body on a table in the center.
walks fast. Sea Snake in the water. 3. On the ceiling above the north door is a human cast in
11. Staircase leads down one floor. stone, inert but with moving eyes. If anyone examines it, he
12. Empty. Humanoid skulls hang from the ceiling. Wind comes begins to scream loudly.
through the ceiling and makes them sway and bang. 4. Wooden cupboard, bed with clean white sheets. Treasure in
13. Small bookshelves broken and several books rot on the a chest under the bed.
floor. Bonfire with burnt books in the center. 5. Empty. Fire with green flame illuminates recent paintings
14. Dried clay boxes and pots in corners. Valuable treasure of snakes and reptiles. Strong smell of blood and sound of
inside a pot. something heavy crawling from the west.
15. 4 cultists assemble a reptilian statue with clay and broken 6. Storra, a 3-headed hydra with human arms, awaits
pieces of statues. sacrifices. Armless corpses on the ground.

Created by Gustavo F. Pedroso - Released under Creative Commons License https://creativecommons.org/licenses/by-sa/4.0/


THE STYGIAN COIL SECRETS OF THE
AZAGATHALUS WYRMS By Ramsey Hong

OVERVIEW
Village of Prunt The Azagathalus Wyrms travel interdimensionally
Prunt The Hot Duck to different worlds to test their mettle against
General Store native creatures and peoples. They’ve dug out a
subterranean colony under the village of Prunt.
Having tested themselves against mundane creatures,
they now seek to contest themselves against more
intelligent and powerful species.

W
o
rm
G

T
Ch iant

u
SET UP

n
n
igg

el
35’ drop ers Co O Prunt is found empty
AZAGATHALUS WYRMS rr Sli cher
al except for a hysterical
#1 me
Purple velvety skin like leather-wrapped plate s drunkard (Zora) in The Hot
armor. Dextrous yellow fangs twitch around in Duck pub.
three concentric circles on their faces. She’ll cry and rant
G
One elephant-sized Elder wyrm (Azag’lor) and ten Ce iant inconsolably, “All taken!
nti
tiger-sized acolyte wyrms (Yuggo, Thrax, Xulth, pe Death worms! All gone!”
de
Zylga, Nyar, Thulg, Xygro, Zhara, Hazar, and Lakh) Sinkhole can be a hidden
make up the crew of the Xylocrax Drifter. trap or it can simply be
The goal of any acolyte is to have a satisfying found next to the pub.
encounter filled with honor, daring and
honest brutality.
Fo Colony
• They hiss and clack their teeth. gC
av Throughout the colony, where there
• They claw, bite and attack es isn’t a natural light source, a faint
with their sharp tail otherworldly glow emanates from
pincers. the walls and ceiling.
• Pouch around their Wyrm Tunnel
necks hold magic Narrow and gritty with many hand
crystals. Ic holds. Used for quicker movement
Din e through colony by wyrms.
• Heat Resistant go
s Lava Pit
via magic crystal Air is a dense sulfurous miasma.
C
#2 orr L
• Cold Resistant a fl ava The rope bridge is treacherous.
via magic crystal l slo ows Corral #1
wly
• Telepathic . Musty odor of wild creatures.
(15’ radius) - Giant Chiggers (Bite)
L Jump around frenetically.
• Spits Corrosive Pit ava Attack with bites.
Venom (30’) W
Tu ate - Ocher Slime (Acidic)
nn r
• Electrical els Try to sneak up and envelope
Discharge their prey.
(10’ radius) W
in ate - Giant Centipede (Bite 2x)
flo r is
• Health od 1’ Will drop from the ceiling if given
ed de
Regeneration ar ep the chance. Will wrap around prey
ea before biting.
s.
WYRM BEHAVIOR Fog Caves
Acrid green fog with no visibility.
• The wyrms do not seek to
kill. They seek to prove Corral #2
superiority over their foe. The air is chilly.
- Ice Dingos (Bite/Claw w/ Freeze)
• Unconscious, wyrms will
Water Tunnels
regenerate. Ground is slippery with moisture.
• Near death, wyrms will Flooded areas are especially
retreat to regenerate. S slippery.
ver and Sa
• Creatures are released to nd Sand Grotto
y lo is G
move players along. os ro Air is hot and dusty. Loose sand
e. tto
Ar makes footing difficult.
• Wyrms will overpower en St
le a oc Arena
creatures that might kill a ibu ka
player. o om est d Rotting remains of previously killed
er V e creatures litter the ground. Elder
or
• Disabled players are taken St wyrm is waiting here when players
to the stockade and healed. arrive.
Vestibule
Purple marble-lined foyer.
CONCLUSION ey
G all Storeroom
• Elder wyrm will have m Chests and barrels filled with
oo
telepathic conversation er supplies and food.
or
with players when they St Stockade
reach the Vestibule. It Villagers are traumatized, but alive
will thank the players and healthy.
La
for helping them in their tr Crystal ine Galley
ine Bridge tr
trial. La Strange food smells surround these
• Wyrms may reward long tables and grilling pits.
players with crystals of Latrine
various limited powers. Not too smelly.
- Telepathy Ba s Barracks
rr
ac a ck
- Heat Resistance ks rr Some wyrms are lounge around now
- Cold Resistance Ba that the trials are done here.
- Electrical Discharge Elder Azag’lor’s Quarters
• Villagers will be released Eldritch writings on papers atop
the desk describe calculations for
alive and healthy.
’s traveling to other worlds. Crystals
r
• The wyrms’ travel ’lo of powers locked in the chest.
crystals have just ag
r Azers Crystal Bridge
finished recharging and de t
can be sensed to be El uar The 40’ tall crystal cluster vibrates
Q with enormous eerie energy.
brimming with energy. Wyrms interact with purple glass
The wyrms will depart for control consoles that display
next world after players indecipherable notations.
leave the ship area.
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Containment Bay
Explore the Old One’s abandoned Magitek containment facility and uncover the dark secret behind
8. Containment Bay
This frosty vaulted chamber is dominated by an enormous 40ft Crystal Core tangled in a web of pipes, vents, and valves.
A shadowy figure inside the crystal shifts and reaches for you with its mind. Suddenly four mounted cannons in each
their ancient infinite power source. Encounter remnants of past experiments, malfunctioning corner of the chamber swivel towards you!
security systems, and bag forgotten treasures.
Crystal Core - imprisons an Eldritch Horror, whose radiation is absorbed by the crystal to power the Crystalline Generator.
Eldritch Horror - an incomprehensible being who would consume reality, if it wasn’t for the cold making it ever so sleepy...
Unless stated otherwise, the facility’s ceiling is 10ft high. When the facility’s power is out, the Four Mounted Cannons - fire at movement, they shoot streams of liquid nitrogen and can be deactivated from the Control Tower.
sliding doors can be pried open, otherwise they open automatically. Frosty - this chamber is cooled to a temperature of -10°C, which keeps the eldritch horror sleepy inside the Crystal Core. Heating it above this
will make the entity restless.

1. Atrium 7. Control Tower


Flickering lights reveal the brutal scene of a destroyed This elevated Control Tower gives a clear view of the enormous
magitek guardian strewn across the Atrium’s marble floor. Crystal Core in the Containment Bay 10ft below. A Panel of
Behind a cracked reception desk is a 15ft obsidian arch buttons, switches, and computer screens sit below bay windows.
where six rubies glint from their settings. Three of the A Sticky Note of crude markings is stuck to one of the screens.
Rubies are cracked. The arch’s control panel remains intact.
The lights give a final sputter before the facility is plunged 1. Sticky Note - a cheat sheet to the Crystalline Generator’s cable colours.
into total darkness. The below requires the facility power orange cable to be plugged into the
Crystalline Generator.
South door - is locked, it requires a door pass to open. Computer Screens - reveals video footage of the Doppleganger.
Magitek Guardian - this one is destroyed, there is a second Controls - Most of the facility can be controlled from this panel including:
roaming the facility, it is drawn to loud noises. 1. Facility self-destruct
Reception Desk - hides a crude map of the facility. 5. 2. The Incinerator
Obsidian Arch - is a Portal, to get it working again: 3. The Containment Bay’s cooling
1. The three Rubies will need to be replaced 4. The Containment Bay’s four Mounted Cannons
2. Power will need to be directed to the Portal (Blue Cable) 5. Lights and doors to any room
3. A Portal Key will need to be inserted into the control
panel.
2.
7. 8. 6. Crystalline Generator
2. Magitek Forge 6. The pungent scent of petrol fills the air, emanating from a massive
generator that hums with power. An intricate array of buttons,
An intricate Magitek Forge dominates the back wall. dials, and crystalline rust adorn its metallic surface.
Scattered across workstation benches are tools, lock-boxes, There are three power sockets for six cables. A red, and a green
and machinery for forging Magitek Weapons. The walls cable, are currently plugged in. Unplugged and lying across the
are covered in meticulously detailed blueprints. Nearby, a floor are: orange, yellow, blue, and purple cables.
weapons rack proudly displays a sample of weapons forged
Power - the Crystalline Generator stores power from the Crystalline Core in
on-site.
4. the Containment Bay.
Self destruct - if the Crystalline Core overheats or breaks then the
Forge - can be reignited by plugging in the yellow cable into the
Crystalline Generator. 3. Crystalline Generator will initiate self-destruct. This can be deactivated from
the Control Tower.
Blueprints - for the Mounted Cannons in the Containment Bay, but
Toxic - The machine is old and seeping battery acid, making the air in this
these designs shoot streams of liquid fire.
chamber toxic to breathe.
Weapon rack - holds an assortment of gun blades.
Lock box - contains a Ruby & other gemstones.
Three power sockets, six cables:
1. Red cable (locked in place), Containment Bay Cooling.
Unplugging this will cause the Crystalline Core in the Containment
3. Biological 4. Alchemical Bay to overheat and release the Eldritch Horror.

research research 5. Incinerator 2. Yellow cable, Magitek Forge - causes the Magitek Forge to
sputter to life.
Encircling the room are six cryo-chambers. Three Every surface of this laboratory is cluttered This metal basement bulkhead has been locked with 3. Blue cable, Portal - Unless the broken Rubies in the obsidian
filled with an opaque yellow gel obscuring their with vials, distilleries, and stacks of books. a broom through its handle bars. Several empty arch have been replaced already, the remaining three Rubies in the
contents. Two are open and empty, and one has Glass shelving showcases all manner of bins and buckets stand either side. obsidian arch explode.
been smashed open - its dried yellow contents stain elixirs. 4. Green cable, Biological Research - Unplugging this causes the
the grated floor. Bulkhead - opens to a 20ft metal chute into the incinerator. cryo-chambers open, releasing three hangry oozes.
Clutter - hides the Portal Key. Petri - a failed experiment, lives down here, they will
5. Purple cable, Incinerator - Sends power to the Incinerator, which
Smashed cryo-chamber - a Doppelganger is loose in Books - alchemy, notes, the diary of a lab assistant. attempt to pull anyone down and eat them.
will then need to be activated at the Control Tower.
the facility. It only wants to escape and has a Ruby in its Elixirs - mostly expired, a few are still usable: Treasure - The Incinerator is littered with blackened
jewellery, a Ruby, and loose coins. 6. Orange cable, Facility Power - The facility lights will come
possession. 1. Vim, haste
Turning it on - will kill Petri and make it safe to explore: on, prompting the wondering Magitek Guardian to investigate the
The empty cryo-chamber - has the ability to expedite a 2. Vigour, healing
1. Plug the purple cable into the Crystalline Crystalline Generator.
long rest. 3. Plasmid, temporary hit points
Full Cryo-Chambers - contain very hangry oozes. 4. ADAM, permanent stat increase Generator.
2. Switch on from the Control Tower.
By Grace A.
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The Once and Future Chief
Austin Rode and David Stucker
Located under a mound rising from the grasslands, the tomb of Caladhac – chieftain and first high king of his people – is rumored to hold great treasures or the ancient secrets of the druids.
GM’s Notes: Caladhac was placed in an undying sleep by his druids in a ritual involving human sacrifice and cannibalism, granting
longevity until his return. The mound presents three tests – Wisdom (interpreting runic inscriptions), Arms (valorously defeating the
warriors), and Virtue (leaving the treasure or sparing the warriors). For each delver, if at least one test is failed, Caladhac commands
them to leave his presence and never return. If all tests are failed, he confers a curse. If each is passed, he grants a boon.

Rumor Table: A myth that the king will return in times of strife to reunite the people is well-told in the kingdom; before the
expedition, have each party member roll 1d12 for an additional rumor they have heard about the site or King Caladhac.

1. The king was an oracle and a great prophet and may grant a wish to anyone that wakes him from his slumber. (Possibly true)
2. He was an evil and wicked king that consorted with demons. (False)
3. The king possessed a magic sword, the wielder of which will command great power. (True)
4. The king’s loyal warriors remain as guardians of the mound. (True)
5. The king was buried with his treasury. (False, though treasure and grave goods are present.)
6. Under a full moon, Caladhac’s spirit is seen walking on top of the mound as a portent of death for the reigning king. (False)
7. This was once the site of druidic rituals, with many human sacrifices taking place atop the mound. (True)
8. The king is searching for brave warriors to join him (True, in death)
9. A curse is placed on anyone who enters the mounds. (False)
10. Anyone caught entering the mounds will be banished from the lands. (Possibly true)
11. The king and his consorts consumed human flesh. (Partially true; his druids practiced cannibalistic rites)
12. The king doesn’t rest there at all, it’s where he imprisoned his ancient enemies. (False)

1: Once cleared of overgrown grass and mounded earth, an entrance to the tomb is revealed; a small, overgrown hollow leading to the main entrance. It is a massive, round stone door on which an
inscription in ogham runes reveals it as the waiting place of the king, and that only the wise, the brave, and the just can enter. Dried offerings of herbs and flowers are placed around the door.

2: The sound of laughter and merrymaking rings out from this chamber. Torches are lit, and a great feast is laid out upon a stone table, around which are four hale and hearty warriors clad in ancient
armor, introducing themselves as Bedwyr, Gwalchmei, Gwalchaved, and Liuvigild, brave and loyal men of the king. If asked how long they've been in the mound, they will tell that they have spent the night,
celebrating the life of their great king, and shall depart in the morning. If asked how they have survived for so long, they will say that there is food and drink aplenty and the guests are welcome to partake
before a sporting bout of mutual combat — when defeated, they will each yield and once each has, the torches disappear, food and drink on the table are replaced with dust and cobwebs, and the lively
men fade to reveal shriveled corpses in rusted armor. Use wight or revenant stats. If the party is defeated, they are spared and allowed to pass, though they have (unknowingly) failed the test of Arms.

3: Within this chamber is an ancient sword embedded in a hewn block of marble partly decorated with a bas-relief depicting scenes of ritual human sacrifice in a wicker man along with druidic symbols.
Despite the efforts of even the hardiest adventurer, the sword will not budge. Nearby is a silver cauldron decorated with images of strange beasts and a horned human figure. Inside are human bones,
with signs of being feasted upon — sacrifices for a druidic ceremony. In the room are treasure, including tapestries, golden torcs bearing Caladhac’s coat of arms, a silver laurel crown, and golden sickle.

4: On a stone throne is the body of the king, intact as if in life. His bearded visage is pitched downwards in the throes of a deep slumber, sheathed sword clutched between his hands. Addressing the
delvers, Caladhac’s booming voice echoes throughout the chamber, though his body remains in its slumber, unstirring. His reception depends on party members’ individual conduct (see GM’s Notes).

Boons (1d6): Curses (1d6):

1. Knighthood through bequeathed royal gift (a torc from room 3) 1. Cursed to eternally stand guard over the mound.
2. Prophecy; knowledge of past, present, and future events. 2. Unsatiable desire to consume only human flesh.
3. Use of king’s magic sword for rest of delver’s life. 3. Driven permanently mad.
4. Location of hidden treasure hoard. 4. Stricken permanently blind.
5. Stewardship of Caladhac’s ancient castle until his return. 5. Instant withering and aging equivalent to 2d6+1 decades.
6. One-time ability to summon his four men-at-arms in combat. 6. Fated to die in next life-or-death situation.
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Death of the Fairy Princess 8. Cellar. Dim and musty. Two rare
wine bottles (200 coin each) hidden in
What's Going On? Fairy-elf princess wine rack. Giant Badgers (2d4).
Sunlight-at-Dawns cursed amulet has Sleeping lightly. Angry-drunk on spilled
created a time loop. When she is killed, wine.
everything inside the 1. Shimmering
Bubble resets to dawn. Everyone 9. Bedroom. Sunlight-at-Dawns finely
upholstered bedroom. Prized drinking 1
awakens with no memory of the
previous cycle. horn above the mantelpiece. Invisible
dresser (locked) in the corner 2
Those entering from outside, and their contains delicate jewelry
things, are not effected by the time (1,000 coin).
loop. Creatures and objects starting 3
inside can move outside, but vanish at 9
the end of the cycle. 6

Beginning. Rumors spread of a


twilight-cursed manor filled with
fabulous treasures. An invitation to a 4
nearby party, dated 250 years past, is
7
delivered by raven. It vanishes after one 5
hour.
8
Chance Encounters. 1-in-6 chance 10
every 10 minutes Secret: She plans to
drug Sunlight-at-Dawn
1. (3d4) Kobold burglars from outside and steal her amulet.
the time loop.
Items: Spellbook, rowan
2. Young kobold burglar, lost and 10. staff, pointy silk hat, phial of
panic-stricken. Heron 10ft²
1 sleeping draught.
3. (1d4) Angry-drunk giant badgers. Pond. Serene
4. (1d4) Suspicious guards. garden. Water glints Dregbower. Fairy-goblin
like pearls. Rustling ivy lattice can be manservant. Wily, fast-talking, paranoid.
5. Drunk guest demands a duel beside
10. Heron Pond. climbed to reach 5. Balcony or 11. Desire: Wealth or a promotion.
Rooftop. Talking on 5. Balcony can be Secret: Murdered his brother. Body sunk
6. Ill-tempered fairy-ogre, from outside
the time loop, crashes the party. overheard here. Fairy-goblin corpse in 10. Heron Pond.
sunken in pond. Belt pouch contains Items: Potion of Clairvoyance, keys to
1. Shimmering Bubble. Permeable 9. Bedroom and the invisible dresser.
stolen silverware (300 coin).
150ft wide sphere of perpetual twilight.
The outside appears dark from within. 11. Rooftop (not on map). 30ft At 6:00. Everyone rises from sleep.
above the ground. Accessible by climbing Guests in their carriages in 2. Courtyard
2. Courtyard. Tamped earth loop and Sunlight-at-Dawn in 9. bedroom.
up chimneys and ivy lattices. Steep and
around an ancient, towering oak tree.
wood-shingled. When running or At 6:10. Sir Gregoth is fatally wounded
White carriages and draft ponies.
fighting, save or slip and fall off the roof. in duel beside 10. Heron Pond.
Carriage Drivers (6).
Sunlight-at-Dawn. Beautiful fairy-elf At 6:20. Sir Gregoth climbs an ivy
3. Entry Hall. Need an invitation to
princess. Golden-haired, kind, aloof. lattice to 11. Rooftop, and enters 9.
enter. Guards (4). Regal armor. Archaic,
Desire: To be adored and admired. Bedroom through the chimney, where he
formal speech.
Secret: If she dies, the time loop resets. poisons the princess’ drinking horn.
4. Great Hall. Elegant dancing. Items: Delicate dress and jewelry (1,000
Hushed conversation. Soft music from a coin). Gold solar amulet (cursed). At 6:30. On 5. Balcony, Lady Sprigmoor
self-playing, golden harp (1,500 coin). bribes Dregbower to show her the rare
Sir Gregoth. Humble human knight. wine bottles in 8. Cellar.
Grand fireplace (ashen). Guests (12).
Handsome, cunning, fatally wounded in
Guards (2). At 6:40. Lady Sprigmoor covertly drugs
duel with Sir Yetzel the Annoying.
5. Balcony. Scrolled marble banister. Desire: To live as long as possible. both rare wine bottles in 8. Cellar with
View of the sunrise and 10. Heron Pond. Secret: He plans to kill Sunlight-At- sleeping draught.
Talking there can be overheard here. Dawn to preserve the time loop. At 6:50. Dregbower retrieves the
Items: Magic longsword, plate mail, poisoned drinking horn from 9. Bedroom
6. Parlor. Drifts of pipe-smoke. Many
spell scroll (remove curse), phial of and drugged wine from 8. Cellar. Serves
cups of wine. Walnut furniture and
deadly poison (crimson powder). wine to Sunlight-at-Dawn in 6. Parlor.
paneling. Guests (5).
Lady Sprigmoor. Rugged human At 7:00. Sunlight-at-Dawn is killed by
7. Kitchen. Periodic clangs and thuds.
sorceress. Well-dressed, thoughtful, poison in 4. Great Hall. The time loop
Enticing aromas. Servants (6). Drowsy
distraught. resets to 6:00.
(awake before dawn).
Desire: Powerful magic.
By Rambling Wizard at https://www.ramblingwizard.com https://creativecommons.org/licenses/by-sa/4.0/
The Tower of Nothingness The Tower
Marcin Łączyński / dreamrealm.itch.io The tower consists of six separate laboratories
from the bottom to the top, containing the
Introduction remains of Idrazil's failed obsession.
Entrance: a monumental chamber with a
The players in this scenario visit the eons- monument to Idrazil and a large ascending
dead planet of Haara. How do they get there? stairway. There is an icy trap on the stairs.
There are several good reasons. A quest for Laboratory 1: The Mind. It's a dark room with dim
eldritch knowledge, the erratic twist during red lights and four large deprivation chambers
the planar travel, portal malfunction, or an full of salty water. Research notes here relate to
act of malice by some evil deity. No matter experiments clearing one's mind of any thought.
how they get there, the first impression of Unfortunately, the deprivation chambers proved
Haara is bleak. The party arrives at a square to be as effective in eliminating thought as giving
in a ruined town of white marble, covered in space for new and bizarre ones. This experiment is
dust, lacking any life or color. The sky is deep responsible for waves of deadly delusions that
black, illuminated only by stars and a dying, swept the minds of Haara's inhabitants.
nearly burned-out white dwarf star. The air in Laboratory 2: The Group. It's an occult-looking,
Haara is breathable but very dry and cold. eldritch laboratory with a demon's heart stabbed
The ruins are deadly silent. A huge white with four large steel needles in the middle.
tower rises a mile from the party's arrival, Research notes here relate to experiments on
promising some answers and a hope of destroying any social bonds in the Haara
finding a way back home. But what is the communities. The experiment did this quite well,
black sphere hovering over the tower's top? causing parents to abandon their children, people
What happened in Haara? to leave work, etc. But it also sparked fierce
resistance in the form of the most basic street
Haara was once a thriving world of artisans,
gangs that tried to protect their members and
farmers, and philosophers located on the
fight one another. Any player touching the
periphery of a known multiverse.
demon's heart gets possessed and furiously
Unfortunately for Haarans, it was also the
attacks the rest of the party for two minutes.
home of Idrazil, a philosopher and wizard
Laboratory 3: The Energy. The room is filled with
obsessed with the concept of nothingness. His
cold air and a pool of black oil-like liquid. The
ideas and work revolved around obtaining
liquid is a quantum condensate meant to suck all
the perfect form of an empty void. In the final
energy from the Haara, which it almost did, but
months of Haara, Idrazil followed his
near the absolute zero, the pool started spawning
nihilistic obsession in a series of six
semi-sentient quantum sparks. There are no
experiments conducted in his laboratory.
research notes here, but if someone disturbs the
Each one of them failed, as when he was
pool, it will generate 2k4 sparks that will attack the
nearing the planned outcome, the reality
party.
twisted, and something new rose from the
Laboratory 4: The Matter: The room is full of
void. The Idrazil's obsession tormented and books on entropy and disintegration, and in the
finally consumed Haara and all of its
center, it has a large mirror. The magic mirror
inhabitants, as the reckless wizard never had
could show any place on the planet. Simple
any consideration for the simple-minded
scrying will reveal that the reverse side of the
commoners. The players will confront the planet was turned into dust, slowly drifting away
results of Idrazil's work in two stages:
in space but, ironically, forming another planet-
traveling through city ruins and finally
like shape in the distance.
ascending his tower. Laboratory 5: The Ego. The throne room of Idrazil,
Ruins with the remains of the wizard on the throne. The
Players traveling through ruins should visit 4 corpse holds a black crystal sphere. The body
to 6 locations rolled from the list to get more seems to move a bit when players enter the room.
familiar with the fate of Haara. Roll 2 times If they attack, they quickly destroy the corpse, but
the orb remains undamaged. If someone touches
d10 for each site:
it, they'll wake the dormant spirit of Idrazil
trapped in the sphere. The wizard will be
pretentious, exalted, and full of contempt, but
eventually, if players get over it, he could be
First d10: City landscape helpful. He gladly and without any signs of
1. Ruined two-story city apartment building conscience will describe the fate of the Haara, he
(search: k4 pieces of gold jewelry) is a good source of arcane knowledge (players can
2. An empty marketplace full of dusty skeletal take the orb with them), and he knows the way out
remains of people with no trace of violence of the planet: through a black hole hovering over
(search: 2k4 pieces of fine metal craft, 30k4 gold the tower. The party may not be keen to trust him,
pieces) but he'll ignore their objections and get mad if
3. A baby crib with a child skeleton abandoned in they doubt his advice.
a side alley and a crumbling note: "Please take the Second d10: Threats
Laboratory 6: The Void. The black hole orbiting
little bastard." 1-5: None
4. A barricade 6. Cold anomaly: players realize they are surrounded by over the tower is an actual (albeit not the most
5. Alley inscribed with gang slogans and marks icy air patches that deal cold damage. obvious) way out of Haara for the party with
6. A dried-out fountain 7. Psychic anomaly: players must make saving throws to limited plane travel capacity. If they decide to
7. A park with bone-white remains of trees without avoid falling into a magic sleep for an hour. If they do, they enter the hole, it will return them to their world or
any signs of life fight some of their personal horrors in their sleep. their previous destination without any means to
8. An alley with dried-out skeletal remains of 8. A trapped building: the place is full of traps return to Haara.
people sitting peacefully, all looking in an empty 9. Spark: players get attacked by a group of semi-sentient If players take the orb with Idrazil's spirit, he can
wall spark-like elementals
9. A small house with some personal belongings 10. Black sphere: players notice a small sphere of
eventually become their advisor, with excellent
and a diary blaming the wizard Idrazil for a sudden annihilation, and the area bears marks of being used as a arcane knowledge, although his mood is always
eruption of gang violence in a previously calm city sacrificial site. At some point, the sphere starts rolling deeply nihilistic and his advice completly amoral
10. A purposefully destroyed temple towards them for 1 minute by any reasonable standards.
The Kids' House

The Kids' wooden dam

The children
2 children aged 6 and 8
They only visit their wodden's dam every other day What's this dam thing ?
They have just moved in and their house is 500 m away The plot
The raccoons may know it as the former home of an evil being The PC are raccoons and one day they discover that their river is drying up
who disappeared a long time ago (3 years in fact). dramatically and has turned into a small stream because children
upstream from their home are building a dam.
If they observe the children
They seem curious when they come back to see what The first journey
happened to their dam. They will be chosen by their community to investigate and solve the
They split up to fetch pieces of wood problem. They then have to venture through the forest to discover the
They have tools, from the 3rd time onwards, which they place source of their problem where they will face some encounters and
near the dam and sometimes leave unattended, unless the tribulations. Once there, they'll find that large branches have fallen and
players have clearly crushed the dam. blocked the river which is now overflowing towards a new destination.
They apply themselves and sometimes argue or play around Unfortunately, the problem will reappear two days later as the children
the river return to the site and rebuild a dam.
They stay about 3-4 hours before leaving again.
Second iteration
The difficulties must be adapted depending on their organization You can add new encounters in the forest before arriving at the dam,
and their ideas. the idea is not to play the hard way but to react and depending of the time you have left.
adapt to their motivations and reactions. There are no ideal way. Again they found large branches but this time they seems harder to
remove and the stream is still going the same direction. They will have two
leads now, follow the children or follow the stream.

If they follow the children


Forest Encouters You can make it harder by adding rain to wash away the children's
footprints, so they will have to hurry to find their house.
A pack of red foxes
Hunting, jumping, climbing: The house
Given that it's a lethal encounter, it should be used A large farm house still in restoration phase
on the second way back or near the dam A lot of tools are stored in the shed
Finding food, the journey lasts one day: The father work to restore th e farm and the mother work all day long
Berries, seeds, eggs, small birds, frogs and is not there during the day nor are the children
This may lead them to a social/diplomatic/territorial If the PCs want to break in, you can help them by adding a tree near or little
encounter with other animals entrance somewhere. There are 4 bedrooms (2 parents and 2 children), no
Crossing beaver territory alarm system but a dog or a cat.
Negotiation or fight
Hunter traps If they follow the new stream
Observation, hunting A new group of beaver install themselves at the center of a new body
Natural traps (holes, fragile branches, sticky mud...) of water, form by the new stream.
Observation, hunting This a survival matter for them as they now can escape the predators
Inclement weather (rain, wind, broken branches, etc.) They will fight to keep the new stream like this
Climbing or hunting They will be welcoming until they understand that they want to destroy
Rain can be used to erase foot traces of the the dam
children
Others - To your ideas Whatever they decide to do, if they succeed in resolving the issue from one
side, the other side will rebuild the dam.
We can assume that they will make two travels, If they come a third time after dealing with the beavers, they will find the
children near the dam, just look at "The Children" insert for information.
at least, so don't use all encounters at first.
Use them anywhere and whenever you want On their travel back, at least for the second time, they will see a bearer's
home, if they meet them, weakened by the lack of water was ransacked by
the red foxes.

Once they resolve the problem with the children and the new bearer's
family and their is time left, you can add a last one :
The Raccoon's home The foxes that follow their adventures, started making a new dam to make
an ambush for the racoons.

Skills
Woodworking - Kawaii - Physical - Dexterity- Hunting - Social interaction
Score: 12 points to be distribute, max 3.
If they work as a group, half of the group must have a success
Skill level is the number of dice to roll.
Passes Author : François Corvaisier
6 : Success // 5-4+: Success but... // 3-2+ : Passe with hard difficulies // 1+ : Failure https://creativecommons.org/licenses/by-sa/4.0/
PROF JACQUEL’S PERFECT TINCTURE Perfect Tincture
Black and sticky. If contact is made with an infected creature or
SUMMARY: Professor Jaquel’s Anatomy Theatre caught fire last night. Housing a
the tincture itself - Save v Poison or become INFECTED.
collection of rare and valuable books, artifacts and specimens, it now stands a smoking
ruin, guarded by the police. It’s eponymous anatomist, Professor Jaquel along with his STAGES OF INFECTION: 4 stages of infection (each lasts 1 hour)
scholars, are missing. The players may be on a mission to rescue Prof Jacquel or perhaps 1. Contact – extreme physical pain, paralysed.
they’re less noble - after all, his secrets will fetch a good price on the black market. 2. Transformation – physical perfection, fully healed, +3HD
3. Blood Frenzy – sight of blood creates desire to consume flesh.
PROF JACQUEL: The fire was the result of an experiment gone wrong. A tincture created
4. Consumption – Death, PC becomes a Perfect Ghoul.
by Jaquel has turned him into a Ghoul. He and his experiments now stalk the halls of the
burned-out anatomy theatre, hiding and picking off explorers with their paralysing claws. ANTIDOTE: If consumed before reaching stage 5 then the
infection can be cured, otherwise transformation is permanent.

entry c
Random Encounter (D10) PERFECT GHOUL: Ravenous undead driven to consume flesh.
1. Floor above collapses – D4 dmg. 6. A wall collapses, revealing a new path. They are perfect and do not rot, with beautiful skin and searing
2. Floor below collapses – fall to lower level. 7. Monstrous tincture drips from the ceiling. yellow eyes. Modified Ghoul +3HD. In addition to this, Jacquel
3. An infected scholar (stage 4) seeks help. 8. D3 ghoul dogs (from basement) drag a can cast 4th level Cleric spells.
entry b
4. Weeping echoes through the building. scholar toward the dumb waiter (area 3).
stairs to
5. Sound of footsteps running on a level 9. Jacquel feasts on a body.
entry a level 2
above or below 10. Jacquel + 2 ghouls ambush the party. ladder to
secret lab
stairs to
level 3 10 (13)

5
4
1 9
6
up to
3 12
stairs to level 1
Basement
stairs to
level 2
down to 11
entry c

entry c stairs to 8
up to entry b
level 3
Level 2
level 1 7 8. Chapel: wooden pews/ alter & platinum skull in locked glass box/
entry a 2 down to lilies... Ritual skull (200gp) is coated with deadly contact poison. If
entry a Jacquel hasn’t been encountered yet, he is here, weeping for his sins.
9. Rectory: wardrobe/ mounted ornate scythe/ Floor creaks… floor
Anatomy Theatre Level 1

https://creativecommons.org/licenses/by-sa/4.0/
near scythe is fire damaged (collapses), silver ritual scythe (50gp),
2. Mummy Room: potpourri/ sarcophagi (5000gp)… fresh plaster conceals white, silk robes (10gp).

Game Design & Illustrations by Scott Parker


1. Anatomy Theatre: badly burned/ smoky/
room, arcane chains bind the sarcophagi. Perfect Mummy trapped inside 10. Dorms: Small/ ascetic/ tidy beds…bag of gold (20gp), note hidden
high ceiling… D4 guards terrified by noises
hasn’t rotted & attacks if released. The source of Jacquel’s Perfect Tincture. under a pillow: “We thank God for your studies, become a doctor and
from above.
3. Lecture Room: large chalkboard/ candles/ blood spatter/ mutilated scholar/ make us proud.” A scholar, Arminius, hides under the far bed (30%
Basement dumbwaiter behind the chalkboard goes to morgue (14)… 2d10 gold under the chance they’re infected).
11. Library Upstairs: Balcony with wooden railing/ 20ft drop to Lvl 1/
mortuary table, gold ring belonging to Professor Jacquel near body.
Each room leads to the next sequentially. East railing broken/ books on floor. Black blood on broken railing.
4. Storage Room: rows of shelves/ various anatomical specimens and
14. Morgue: Low stone arches/ cold/ equipment. A thorough search yields a box containing silver surgical 12. Jacquel’s Office: Desk overturned/ small window/ lounge/ ornate
bodies… Dumbwaiter shaft transports bodies instruments (worth 150gp) & unique specimens (worth 100gp) rug/ papers. Books… Jacquel’s log (arcane experiments), viscous black
to Lecture Room (3) can be climbed up. 5. Study Room A: heavy door/ large window/ candelabras/ patterned rug/ fluid oozes from the south ceiling. Scratching sounds from above.
15. Storage (and live specimens): Coffins/ large pillows/ pile of books… 1D4 books are rare (10gp each). 20% chance of Bookshelf swings to reveal ladder to a Secret Lab (13)
broken cages/ wet dog smell/ embalming an occult spellbook with random 1st level spell.
chemicals and herbs... Canine tracks from 6. Study Room B: Large window/ chairs facing a lectern/ heavy table/ cabinet Jacquel’s Secret Lab
cages lead to Viscera (16). in corner/black fluid drips from ceiling… cabinet contains rare medicinal herbs 13. Secret Lab: high rafters/ rot/ desk w. jars and journal/ mortuary
16. Viscera: bloody pools of water/ sewer (20gp), black fluid is Perfect Tincture. A ghoul scholar stares out the window. table with desiccated scholar/ floor slick with perfect tincture…
entrance/ blood drips… D6 Ghoul Dogs/. 7. Library Downstairs: large cabinet on north wall/ tables overturned/ books D4 Ghoul Giant Bats hidden in rafters. Antidote & Refined Perfect
This room channels blood & viscera from the scattered/ stained-glass window depicts an academic wearing a trencher, skull Tincture on desk (Journal: “I have refined the fluid, but it is too late for
theatre above into the sewers. in hand... Locked cabinet contains 2D6 rare alchemical books (10gp each). me! I hope someone might benefit from this even as I am corrupted”
Refined Perfect Tincture: +3HD no infection)
Created by David Doughty
The Ice Airs A Last Airmada Adventure Edited by Channon Doughty
Map created with Inkarnate Pro
Layout done with the Homebrewery
Scene 1: The Call
The war is lost. The Queen and King are dead. https://creativecommons.org/licenses/by-sa/4.0
Princess Yvette leads the Last Airmada, the last
few serviceable airships in the fleet, on a
desperate flight to save the remnants of her
people. As the Airmada repels yet another
attack by their relentless pursuers, a merchant
airship carrying refugee families loses its pilot,
and begins an uncontrolled ascent.

The Admiral says it’s too late to save them, as


they can’t be reached before entering the Ice Airs,
where the air is too thin, and so cold ships’
balloons become encrusted in ice. The Princess
refuses to lose any more of her people, and asks
for volunteers. Are you willing to risk it all in a
daring rescue against impossible odds?

Scene 2: The Chase


Shovel charcoal into the brazier to heat the balloon and raise the airship, while fending off an enemy attack! The refugees’ airship,
the
and close the gap ,bystarts
Grue Blanche 200m above your airship. It takes a full turn for one Player Character to shovel charcoal into the brazier
10m. The enemy airship will attack as soon as your ship begins its ascent, but will break off once you’ve
closed the gap by 100m. It is crewed by a Pirate Captain and one Pirate for each party member. They will flee if half their crew is
killed or their airship is reduced to half Health.

Scene 3: The Climb


Once you’ve closed the gap completely, you’re able to grapple the Grue
Blanche, run out a board and safety net, and load the refugees onto
your airship. But you’re now up in the Ice Airs, and the vents on both
balloons have frozen shut. The party must work together to climb to
the top of their balloon, and break the ice to open the vent before
everyone freezes.
To climb the balloon, the
party must make 10
successful group Climb
checks. To make a group
check, every party member
rolls a Climb Skill check; if
there are more Successes If the group Fails 4 times before getting
than Failures, the group 10 Successes, they Fall, and must
succeeds. If any party succeed on a group Dexterity check to
member rolls a Critical land on the deck, otherwise they fall to
Failure, the group Fails.
their deaths.

The Difficulty for the climb starts at Easy, then, as the air grows thinner and colder, increases by one each Round, to a maximum
of Hard. The Difficulty for Falling onto the deck is Medium. Once they reach the top of the balloon, the party must open the vent to
make the airship descend. To open the vent, they must Succeed at three group Strength checks at Medium Difficulty before
suffering three Failures. If they fail three times, they Fall. Player Characters still on the deck can participate in the group Strength
checks by pulling on the vent release rope. If the party Falls, the Climb Difficulty resets to Easy.
4. Celebrating Cellar
The cellar smells strongly of alcohol. Man-shaped figures made of ale can be
seen sticking out of the barrels jostling each other and seemingly having a
Wanting to make it bigger on the inside, a wizard accidentally made a great time. The moment they notice an intruder the ale-men turn into
dimensional leak in the tavern, turning it into a deadly trap instead. ordinary liquid and slosh onto the floor. A more perceptive observer
The innkeeper is now in need of brave adventurers willing to may notice there was a single barrel without an ale-man. The
venture inside, find the leak, and close it. innkeeper’s gold and jewels are hidden in that barrel.

1. Festive Furniture 5. Vast Void


As soon as it is closed, the door to the common room disappears. The floor Anyone crossing the threshold into this room will find themself
is covered by splintered furniture, and the few remaining chairs and tables transported to a space with no walls or ceiling, just a wooden floor
can be seen dancing in a circle with a flying fiddle playing itself above stretching endlessly into the void.
them. The furniture does not take kindly to being interrupted in
their jovial dance. 1d4+1 animated chairs and 1d2 The only things in the room are a stone pedestal with five
animated tables will attack anyone who enters the slots arranged in a circle and a bunch of small stones
tavern. fitting those slots around it. Each stone is engraved
with a magical rune and has an aspect of that
2. Killer Kitchen rune (e.g. the fire stone is warm). Five stones
have runes for fire, wood, water, metal and
On a counter opposite the entrance lies a most earth. If they are placed on the pedestal in the order
appealing piece of meat, filling the air with a delicious wood-fire-earth-metal-water-wood it will activate.
smell. Anyone failing to resist the meat’s allure will be If wrong stones are placed, or in the wrong order, a blade will
compelled to run towards it. Inspection reveals the meat to be just come out of the podium, slashing anyone within 5ft as a
an illusion. sword.

A swarm of flying cutlery is engaged in mock duels in the middle of


the room. It will fly at anyone passing through, stabbing into the 6. Conjuring Crystal
walls and floor if dodged. Otherwise dealing piercing damage as The activated podium transforms the room into a 60 ft square stone
a sword. platform floating in the void. On one side of the platform is a large
Besides the animated cutlery, there is one knife standing still on a levitating crystal protected by 1d4+2 animated armor. The
countertop. The knife is enchanted so it burns anything it cuts. constructs will rebuild themselves after being destroyed so long
as the crystal is not broken.
3. Endless Escaliers
When broken, the crystal will explode in a flash, destroying the
The stairs are enchanted so that A connects to B. Anyone going up or down animated armor and platform. The tavern then returns to normal and
the stairs will find themself back in the same room. anything else present with the crystal teleports to the entrance front.
The enchantment can be broken by scratching out magical runes hidden on
the side of the staircase, dispel magic or other magical means. A One Page Dungeon by Danilo Erdeljan
https://creativecommons.org/licenses/by-sa/4.0/
Tower of Oximai the Deathless
or
the Monkeys feast!
The Wizard
To escape death the wizard Oximai has created dozens of backup bodies The Brain Gift
at his mountain top tower at Hochspeer to be reincarnated into only Eating a powerful Wizard brain gives one the
moments after his death. Inconveniently, the primates in his garden have temporary ability to cast a Random spell.
(as a result of a druids curse) developed a taste for WIZARD BRAINS!
There is a 3-in-6 chance that any group of
For weeks the poor wizard has been repeatedly hunted and killed by the primates has a leader with the brain gift.
vicious brain-eaters. Desperate, yet unable, to escape the tower.

11. Pond 6. Clone Dome


Windy. Fresh. Wet. Dark. Damp. Smells of sweet pickling. Sticky floor.
- A small artificial pond - 24 Wizard clone vats along the walls. 2d6 are empty.
- A golden Koi fish swims calmly. - A barricaded bronze door to the Garden path.
- A troop of 2 Gorillas (4HD), and a - Slow fall pit. leads down 40' to Laboratory.
Silverback (5HD) are relaxing here. - Falling is slowed in the hole, negating fall damage.

5. Tower Bedroom
Ransacked bedroom. Smells of dirty sheets.
9. Garden path
Humid. Bird chirping. Monkeys screaming.
- Chaotic. Torn robes and smashed furniture.
- Shaded by exotic trees.
- Bookshelf, untouched.
- Path up to the Pond, always roll a random
-2 spellbooks (random).
encounter when ascending.
- Hides a secret door to the Clone Dome.
- Mountainside doors to Laboratory, Horse
- Turns open when the codeword "Cornelius" is spoken.
Mausoleum and Clone Dome
- Magic rug: lays flat, no matter what is swept under it.
- 1-in-6: Wizard is hiding underneath. 10. Horse Mausoleum
Stuffy. Dark. Depressing.
4. Kitchenette - A large marble coffin, ingrained:
Fresh and light. "CORNELIUS."
- Small kitchenette with Skeleton - Enchanted silver horseshoes;
chef (1HD) eager to cook. wearer can trot on walls.
- Outside terrace. - Horse bones. If disturbed:
- Winding stairs up to the Cornelius (encounter 5) emerges.
Tower bedroom.
- An set table for one. 7. Laboratory
- 2-in-6: the Wizard is here Arcanely illuminated. Putrid smell.
eating stale raisins. - Arcane scribbles on every surface.
- Obious trapdoor down to Cells.
3. Stairway - Locked door to Garden Path.
Dark, Dry. - Charcoal golem (10HD) patrolling.
- Doors to Kitchen and Laboratory. - The codeword "Cornelius" deactivates.
- Illusory wall (at the top), beyond: - Careful searching finds:
- Coffer of 200 silver. - Cloudy Potion (Contagious laughter),
- Spellbook (Sleep). - White Potion (Dark vision),
- Spellbook (random)

2. Entrence Hall
8. Cells
Gloomy. Echos of claning armor.
Cramped. Dusty.
- Large statue holds a Cursed
- 3 small cells:
golden sceptre; sticks to
- 1st/2nd cell: Windows to Garden Path
hand like strong glue.
- 3ed cell: Brooms, buckets, box of copper
- Animated Armor (3HD)
roofing and a Clone vat.
on patrol.
- 2-in-6: chance that the Wizard
is hiding here.
1. Rickety Bridge
Creaking. Sawing in the strong wind. Random encounters
- Can handle at most two people at once. 1. The wizard hunted by d8 Monkeys (½HD)
On the way up the Mountain
- Overlooked by the Lower Garden path. 2. d6 Monkeys hunting, 2d6 troop nearby.
Climbing Hochspeer is a 4hr endeavor,
- 2-in-6: 2 Monkeys throwing rocks. 3. Wizard corpse. d8 Monkeys feast.
roll for 2 random events:
4. d2 Mountain gorillas (4HD).
1. Aggressive Cave bear (4HD),
5. Cornelius the phantom horse (5HD).
2. Wizard corpse; skull smashed
The quest (roll twice) 6. The wizard, alone and afraid.
open, brain missing.
1. The druid wants her Koi fish back!
3-in-6: 1 primate in the group has the 3. Small shrine with a silver idol.
2. A friend of the Wizard wants
brain gift. 4. Rockslide!
someone to check in on him.
3. Loot the wizard's tower.
Ofcouse if the wizard is with the party, or
4. Hunt the Silverback gorilla.
could not plauibly appear in an encounter: Author: Morris Hansing
remove him from the encounter. Licence: CC BY-SA 4.0
https://creativecommons.org/licenses/by-sa/4.0/
Sand Pit of the Immortal Snake
For one reason or another, you and your companions have found themselves in trouble with the Cult of
Xymos, a demonic snake deity. They have captured you and stripped off your gear before throwing you to
the Sand Pit—a hole in the sand where an immortal giant snake eats the enemies of the cult. Will you
find escape, or will the jaws of the monster find you first?

A – WELL D – GOLEM CHAMBER


A 20 meter tall hole in the sand. Sheer-surfaced A seemly innocuous and sparsely decorated room,
walls. Sand and bones liter the bottom. save for the dormant golem in the middle of it.

• Snake Guardian: Will appear in 1d4 TURNS • Stone golem: Deactivated. Can be turned on
from C – SARCOPHAGUS. Re-roll this timer with a magical blue gem, but it’s missing. Will
every time the PCs move or stay in a room. be hostile towards the PCs and the Guardian
once awakened.
• Bones: Previous victims. Searching for 1
TURN wields 1d3 rusty weapons, 1d4+1 half- E – SPIKED CEILING
used torches.
A hall sharp spikes attached to the ceiling. The
B – QUICKSAND HALL bodies of previous victims hang from it.

A large hall with sand quickly entering from the • Spiked ceiling trap: Activated by pressure
ceiling. The sand is ankle-deep. plates on the floor. Once active, will descend
to the floor in 3 TURNS.
• Quicksand: Covering the whole hall.
Characters passing through must make • Reanimated skeletons: Stuck on the ceiling.
checks or will begin to sink. If the ceiling descends close enough, they will
start swinging at the PCs.
• Chest: Locked and partially covered by the 1 square = 10 feet
sand. There’s a small treasure hoard of coins F – XYMOS’ ALTAR
and jewelery inside.
The Guardian Snake
An altar dedicated to Xymos, whose statue casts The avatar of Xymos—a giant snake (about 10m tall) with a vibrant dark green scales and sharp fangs
C – SARCOPHAGUS an oppressive gaze to the rest of the room. The dripping with poison.
guardian has made its nest here.
Three rooms filled with stone coffins and holes in • Indestructible: While the Guardian can be killed, it cannot truly die while it remains inside a
the wall. The embalmed bodies of the cult’s priests • Statue of Xymo: Humanoid body with the sanctuary of Xymos. Will revive in 1d6 TURNS tougher and more aggressive than before.
and servants are stuffed inside. head of a demonic snake. About 15m tall. Two • Fire: Takes double damage and will slitter away in fear when attacked with fire. Continued exposure
gems adorn the eye sockets: a red gem and a will make the Guardian less afraid of it.
• Embalmed bodies: 2d6 across all rooms. blue gem (can power the golem in D –
50% each they’ll get up when disturbed. x1 GOLEM CHAMBER). • Paralyzing poison: As a special attack, the Guardian can use its fangs to poison its target. If the
silver dagger in one of the bodies. target fails a check to avoid the poison, they become paralyzed for 1d6 TURNS, at which point the
Guardian may drag them to their lair in room F – SARCOPHAGUS.
• Decomposing bodies: Recent victims. There
are backpacks containing x1 rope, x1 oil
lantern, 1d6+2 pints of oil (jars) and x1 lock-
picks.

Created by Bernardo de V. Shiguefuzi. Map made with Grid Cartographer (© 2023 DAVID WALTERS). Background image from the public domain.
CC BY-SA 4.0 (https://creativecommons.org/licenses/by-sa/4.0/).
Ascension to Apotheosis Conclusion
Written by Hunter Charest - Art by Obliesk
When the corpse is placed on the altar
Introduction the adventurers feel a gust of wind. A
You have been chosen by the recently deceased chieftain giant eagle descends, taking it in its
to carry their corpse to the top of the mountain. Should talons. “A legend’s standing is determined
you succeed, they will be made into a god, though none by those who remain.” It takes off,
have managed to claim such high honour. Perhaps you to create the newest member of the
will be the first to ascend through the mountain’s trials. pantheon.
https://creativecommons.org/licenses/by-sa/4.0/
This work is licensed under a Creative Commons
Attribution-ShareAlike 4.0
International
License.
Room 6 - Uncrowned King
- An armored corpse sits atop a throne, both sides of the room have troughs
filled with bones and crowns.
- The corpse rises, challenging the adventurers, if crowned he is instantly
defeated. (HP:40 AC:14 Hit:+4 DMG:2D6)
- Once per round 1D4 undead rulers are summoned. (HP:5 AC:9 Hit:+2 DMG:1D8)
- “Why should your ruler be made a god, when I wasn’t even made a king?”

Room 5 - Frescoes
- Two frescoes on opposite walls, in the center two vases and voting
stones above an inscription.
- “What story of the Uncrowned King is your truth?”
- Left - a sickly man on a throne with subjects kneeling before him.
- Right - an armored man stabbed in the back with bloody subjects below.
- Voting left causes liquid mercury to bubble up from the floor.
- Voting right causes blades to periodically stab upward.

Room 4 - Crypt
- Niches dot the wall, all but one occupied by a skeleton, the empty
one hosts a secret passage.
- In the center of the room stands a melting pot with an inscription.
- “Cast away the sign of kinghood, accept your mediocrity.”
- Throwing a crown into the melting pot causes the bones knit
together into a skeleton golem. (HP:20 AC:12 Hit:+2 DMG:1D10)

Room 3 - Incense
- Four braziers, one in each corner, fill the room with thick black smoke,
twisting into strange shapes.
- The smoke renders it difficult to see.
- Each turn the braziers summon 1 smoke elemental. (HP:1 AC:10 Hit:+1
DMG:1D6)
- If extinguished they let out a violent hissing.

Room 2 - Theatre
- Emerge onto a stage, corpses occupying the seats, watching.
- One corpse begins to move and asks the adventurers to share a legend
of the chieftain.
- If the party successfully impresses the critic 2 stone doors rumble open
at the rear of the theatre.
- “In life I made legends of those I honoured,
can you do the same?”

Room 1 - Maw
- A series of stalagmites and stalagtites dot the room like teeth.
- Water can be heard softly dripping onto the stone.
- 2D4 Stalag-Mites, foot tall sharply pointed stone bugs are hidden here.
(HP:2 AC:8 Hit:+0 DMG:1D4)
Ascend Nousta's Tower
The party discovers a 10-story tower. Upon entering the first floor in the Present, they find the interior dilapidated,
with just few floors remaining intact. In the center of the first floor is the Staff of Centuria. When it is deliberately
struck on a surface, it takes the holder, up to 9 people they can see, and everything these 10 people hold, and
moves them in time. The Staff is "stuck" between two times; when struck in the Present, it moves 100 years back to
the Past; when struck in the Past, it moves 100 years forward to the Present.

Note: A horizontal line in the table represents an intact stone floor.


Each floor in the Past has stone stairs leading upwards.

In the Past In the Present


A recently-hatched dragon, dubbed Nousta, who Not realizing they have grown strong enough to
has been kept here by goblins wishing to raise break out of the tower, the full-grown dragon
them as a weapon; when they grow old enough, remains there, accumulating gold and items and
Nousta plans to burn the wretched goblins. feeding on the adventurers who come to slay them

A group of burly dragon-taming goblins equipped


Heavy burn marks which line the walls; one
with weapons and protective gear; they do not
prominently outlines a humanoid skeleton
want the party intruding

A combined barracks and armory; most of the Rusty iron weapon-holders bolted into the walls
weapons have been picked through, but there are next to a fold-down iron bed frame with a rotted
a few small fireproof shields mattress inside

A collection of chamber pots for goblins too lazy


A distinctly unpleasant smell
to walk down the stairs

A pile of objects including a greatsword, a scroll of


A stack of barrels filled with explosives fire protection, several human skeletons, and an
amulet that can reverse gravity 3 times a day

Human skeletons that hang from the ceiling and


Old ropes, some tied to skeletal remains, hanging
a group of goblin guards making a raiding plan
down several feet from the ceiling above
with their ruler

A kitchen packed with goblins making food for Cabinets with old preserves and supplies, a few
the army and a large carnivore; if alerted, the hanging pots and spatulas, and a rudimentary
cooks will flee to the floor above fume hood covered in soot

A lavish bed, nightstand, and desk with a


sketchbook depicting a goblin riding a dragon Mold growing up the wall
and taking humans’ gold

Goblin scholars who scribble furiously on the Smudged scribbles on the wall; knowledgeable
walls. If alerted, they flee to the protection of the characters will recognize a rune of levitation that
guards three floors above lasts for one minute

Vines clambering up the sides of the wall; trapped


Shelves filled with apothecary goods, gardening
in one of them is an old book about raising
supplies, and tomes about raising dragons
dragons

A collapsed set of stone stairs; a floor of packed


A floor of rich soil; goblin footprints leading up a
dirt covered in debris, goblin skeletons, and the
newly-built set of stone stairs
Staff of Centuria

Player characters start here ↑

This dungeon was created by Jaclyn Lewis for the 2023 One-Page Dungeon Contest and released under the Creative
Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) license
https://creativecommons.org/licenses/by-sa/4.0/
After the Fall
Austin Rode and David Stucker
Among the loose gravel and melted ice of a hillside, the narrow entrance of a cave has been exposed by a recent landslide.

1. The narrow entrance opens up into a vast chamber — inside, the ceiling is smudged from the soot of many
campfires, the ashes and charcoal of which still litter the floor, along with hundreds of neatly butchered
bones of ancient animals. One wall of the cave has been decorated with a painting of dozens of human
handprints. Present in the room are piles of flint knappings, bone needles and fishhooks, baskets woven
from wicker and grass, and arrow- and spearheads (signs of tool and weapon making). Decorative items
include stone beads, a carved stone figure depicting a man with a lion’s features, and a flute carved from
a polished bone. This cavern room appears to have supported over a dozen people and had been hastily
abandoned – as if they all just picked up and left moments before.

2. Along the walls of the passageway are elaborate paintings — breathtaking scenes of hunters in pursuit of
vaulting deer, wooly mammoths, cave bears, lions, and aurochs. On the floor about two-thirds of the way
along the passageway is a corpse, well preserved by the cool, dry air of the cave. His face has been
terribly disfigured; his skin is covered in elaborate geometric tattoos made with charcoal. He is clad in
animal hides, with woven sandals of reed. Nearby is a stone axe whose wooden shaft ends in a carving of
a bear, and the remains of a shattered spear, broken off at the shaft and missing the tip.

3. The passageway ends in a small cavern room; upon approach, a strange and massive beast lunges out of
it — lumbering on two legs, it has short tusks and wrinkled skin, an impossibly long and twisted trunk-like
protrusion with a lamprey-like mouth lined with rows of circular, razor-sharp teeth. Embedded in its side is
a broken-off spearhead, from which hangs several strands of polished bone beads, dyed different colors
and some with elaborate decorative carvings.
In the chamber are a carved figured of a strange, antlered man similar to that of the lion-headed man in
the first chamber, and animal hides decorated with paintings of the beasts that bore them are stretched
across the wall. On a small alcove, almost suggestive of an altar, is an atlatl with a handle carved in the
shape of a cave lion.
GM’s Notes: In the reaches of prehistory, this was the site of early human habitation – in this cave, a group of hunter-gatherers made their home, led by a shaman who practiced
animist rites in worship of the ancient beasts they hunted. From his chamber, he would lead the group’s hunters in worship of beasts, asking them to confer their strength and swiftness
unto the hunters. These ceremonies made use of carven figures of man-beast hybrids such as the lion-headed man, meant to represent the ideal form of the hunter, and ceremonial,
decorated weapons (the atlatl, the spear, and stone axe). From the life energies of these slain beasts came the shaman’s power, a primeval form of magic.
One day, they were menaced by a strange beast, the likes of which they had never seen and never would again. From whence it came, they did not know, but the group fled in
terror as the shaman battled it in the caves that were their home, calling on his primitive spells and the spirits of the beasts he venerated to cause a great landslide, sealing himself
in with the beast. There it has waited, hungry, for thousands of years until the stirring of the mountainside above it once again exposed it to the world.
The origin of this beast will not be evident to the party – it can remain in stasis indefinitely, a vital characteristic for traveling through the inhospitable reaches of outer space.
When assigning statistics, it should be as tough as an elephant and with whatever features of a vampire deemed desirable for its bizarre and hideous nature.

https://creativecommons.org/licenses/by-sa/4.0/
Returning a God's Possesion
Hook: A relic was taken from a abandoned temple to Emarus, god of memory. Vindictive and spiteful Emarus cursed the surrounding area to have the
dead rise again and again no matter how many times they’ve been struck down. The adventurers are tasked with returning the relic. A flower carved
out of rock to its rightful place in the temple.
Creatures: The undead in the temple were once servants of Emarus no matter the form of the undead. After being defeated allow for the undead to rise again
after an appropriate amount of time to pressure the players.
Emarus will permit PCs to continue living if they sacrifice memories until the PC has nothing meaningful left to give, in which case they join
the undead guarding the temple. Additionally healing magic performed near the undead will instead heal the undead instead of the chosen
target.
Dungeon Happenings: Emarus will taunt the players with visions of their past to manipulate and
confuse players.

Goal: Place the Relic of Emarus in the altar in the room hidden by a illusionary wall
denoted by S on the map. When accomplished the undead are freed from Emarus curse
and die again.

Room 6: Mausoleum, cremated remains are kept here stacked on Room 5: Storage Room, contains barrels of
shelves lining the sides of the room and bulk of the room. Except for slimy water and a chest that served as the
the illusionary wall that leads to Emarus Altar which has nothing temples coffer. Contains: 50 gold x number
obstructing it. of players
Room 7: Altar of Emarus, at the
center of the room is a circular
stone altar the relic should be
placed. It is surrounded by a plot of
dirt that inexplicably has flowers Room 4:
growing in it despite the lack of sun. Sleeping quarters.
A potion of
healing is hidden
in one of the beds.

Room 9: Mess Hall

Room 8: Library, now mostly


empty, it held records, holy texts, Room 1: Pulpit where
Room 3: Wash room, 2
and memoire’s sermons were given
tubs lay nearby empty

Room 2: Art Room, art


was a part of the
veneration of Emarus and
this room had supplies for
it

Secret Door Double Door


Dimensions: Each square is 5ft and the ceiling is Made by:
15ft tall Kevin Hinson
A “Quick-and-Easy” 5-Step Multi-Level Monument to Self Help
By: Connor Murphy and Evan Murphy
https://ehcpm.itch.io/
A powerful, cult-like Mega Corporation known as UP Co. is Sales Floor
dominating the market, ruining livelihoods, and forcing everyone
to participate in their evil and greedy practices. Selling anything This floor features 9 a sea of desks 10 an office supplies
even remotely related to “up” (birds, balloons, items that raise store room 11 an empty Humanoid Resources Department.
your stats), their influence has allowed them to circumvent the Everyone here subscribes to a “grindset” that blinds them to
laws of the land. Should their nefarious CEO Mr. Vilderbrandt the corruption of the company as though they are possessed by
choose, UP Co. could rule the world. the corporate spirit. They even work 24/7 like zombies! There
are only 12 2 security guards and they generally slack off. A
glass ceiling separates the Sales Floor from the Executive Suite
The Market
above. The glass is reinforced but could be broken with enough
The area surrounding UP Co. was once a bustling economy but effort and creativity. 13 Air ducts connect the Sales Floor and
now struggles in the literal shadow of UP Co. The few business Executive Suite. A small bundle containing supplies and a note
owners left here are willing to share info about UP Co’s origins can be found in the ducts. The note warns of a sinister plot by
as a seller of self-help books, their pyramid-scheme practices, the CEO. 14 There is a balcony for smoke breaks, though no
and the evil CEO Mr. Vilderbrandt. one would ever take a break from the grind, doing so
will attract a lot of attention.
The UP Co. Store
The Up Co. market stall leads shoppers through a Executive Suite
maze of products before they can leave the store. Everyone here is some kind of flying fiend,
There are 3 methods of entering the UP Co. HQ getting to work through the many 15 balconies.
above. 1 A teleporter for transporting goods from The office spaces line the walls all the way to the
the Store to the Warehouse 2 a staircase to the ceiling. 16 The Lounge is where executives take
Training Room 3 a loading dock on the exterior of their frequent breaks. Here, a contest can be found.
the store. Each entrance is guarded by security who will Three chalices sit on a table with the following inscription
possibly detain anyone without an UP Badge. Adventur- on the wall above:
ers may obtain UP Badges by signing a contract to become Temgni . Amu sdaerepel ium
it quo ma xim e llreseq
E t v be the ntioui-
CEO of
.
Sales Associates (this may have consequences later on). fugit om lorroratu
If you wao nt
nist r to
upt
adig
d o lo
sant utrede
orro w, ille
ptasit q nes cipe n
icia
t is
butom
magnusn m na uoitiave
tur e endi
The Warehouse nte im
duPut in the wor ide
u skdto ae rise abo
fpor
ugisitnes etrequpeolde iumreici
disyou peeors.msednisittr ea
The Warehouse is where UP Co. products are seqr ita u p t a
ten t
tur
aeperuibme usat nqu is
t ut uct your
stored and processed. It features endless walls of cipodi
quSa icia
i crifitiussdthe
ce euu qui daliq
mprod esilof
lenus
uib es
nhea
atseq n t e n u
sorrs ow.
shelving, arcane conveyor belts, and count- con ruaurt, lab or,
itiaee en and id em
less employees (including a giant!) A heavy nessed di dis p
or
presence of UP Co security act like police SubmitittoeUP t qCo:uo dere is
ici
enforcing strict company policies.
4 The Corporate Ladder stretches Filling the chalices with blood,
from the warehouse up to the Sales sweat, and tears will award
Floor. It features broken, illusory, a magic item. 17 A set of
and trap rungs to prevent anyone double doors leading to
from climbing it. The workers the CEO’s office can be
on the Sales Floor love found on the ceiling.
to watch people fall off
the ladder, but would
respect anyone who
successfully
reaches the top.

5 An ally who has had enough of UP Co can be The CEO’s Office


found in the cry room. 6 All employees are trained Mr. Vilderbrandt is a powerful fiend that plans on turning
in the Training Room (if the adventurers sign a con- the pyramid into a death ray. At the press of a button, UP
tract at 2 they are brought here). 7 The Control Co HQ will fill with arcane helium causing it to float up,
Room houses arcane runes that power everything flip over (there’s more helium at the base), and channel the
in the Warehouse. It is heavily guarded. 8 The Old light of the sun into a deadly beam. He will offer the adven-
Elevator was abandoned because no one is meant turers a deal, but will fight if he must. Vilderbrandt will
to move up in the company. It is still functional but have additional power over the adventurers if they signed
requires power. A number of angry birds live in the UP Co. contracts. This work is licensed under CC BY-SA
elevator shaft and will attack if it begins moving. 4.0. To view a copy of this license, visit
http://creativecommons.org/licenses/
by-sa/4.0/
Tricked by a dastardly Necromancer! A broken mine cart lies on its side here but could be easily repaired given some time.
Alone in the Dark! 5) Recovery Room: This room was where the raw rock was sifted and sorted to separate the valuable amethyst
A Hungering Swarm stalks their every move! for transport back to the surface. Each player may spend a turn sifting through the piles to retrieve a valuable
piece of AMETHYST worth d4x100 coin. There is an exit to the surface here but the door is heavily barred
Can our adventurers survive while...
from the other side. It could be battered down, but the noise will attract the Swarm.

Trapped
Famed dwarven adventurer DURI BRONZESPUR 6) The Stream: An old tunnel leads into the darkness towards the sound of running water. This underground
came to town with a job; help him reclaim his ancestors lost pool could be a potential route for escape but only lightly equipped adventurers can safely traverse its waters.
AMETHYST MINE a few days south of here. He is offering Where does the river lead? Who knows... A large CARRION EATING CREATURE has made a nest here,
a handsome sum of 500 COLD HARD COINS for anyone venturing into the mine to snag any bits that the Swarm leaves behind.

In the
brave enough to accompany him. BUT IT’S A TRAP! Duri is 7) The Shrine: Once the mother load of the mine, this room was also used as a
no proud adventurer but a charlatan necromancer. He has been shrine to the Bronzespur clan ancestors. A MARBLE RELIEF CARVING of the
leading adventurers to their doom and raising their corpses as undead Bronzespur founder stands against one wall. If returned to the clan they will
minions for his foul host. owe the adventurers an honour debt. In the centre of the room, a large

Amethyst
AMETHYST PILLAR is carved with profane necromantic runes. It gives off
THE SWARM: A horde of zombies -all former a sickly glow and is the source of the pulsing dark magic that animates the
adventurers tricked to their doom- slowly swarm. Destroying it stops the magical pulse but destroys most of
wander these old mines looking the valuable crystal. One portion,

Death
to devour the unlucky souls Duri has engraved with runes reading
trapped here. Roll a d10 to determine which room “AND STILL, THEY RISE” can
the swarm is heading towards, moving one room per-round. be recovered from the wreckage. It

Mine!
Loud noises or spotting a living creature will also attract the is the right shape to be made into a
swarm. When they reach their destination roll again. On a 10 magical sword. Any foe slain by it has a 2-in-6
they stay where they are for now. The swarm is extremely dangerous chance of immediately rising as a zombie. A
and will quickly kill anyone they can grab. If fought adventurers can easily GHOSTLY GUARDIAN watches over this room and
chip away at the individual zombies but it will take time to destroy them all... and there are other will attempt to possess one adventurer; running off with their
complications. DARK MAGIC infuses the mine. Every 1d4 rounds a sickly purple light will flash. Any body to find the swarm.
undead who have been slain will return to unlife to plague the adventurers once more. 8) Western
Deposits:
1) The Junction: Duri activates a secret trap door in the upper mine tunnel Undead miners
dropping the adventurers here where they land in a pile of bones, rags, and work these
dust. With a loud crash and a heavy thunk Duri seals the trap door to tunnels and
prevent escape. Meanwhile, the adventurers are in complete darkness and have released
hear the shuffling of dozens of footsteps. The Swarm will arrive in one DEADLY
round to attack (Roll to see from which direction). There are several exits to Written EXPLOSIVE
other areas. GAS. If ignited there
And drawn by
2) Ventilation Works: Some sort of old machinery and duct work fills this room. If repaired is a 30% chance of
Adam Chafe
a loud thrumming noise and fresh air fills the mines. The Swarm will no opening an escape route to
longer be able to hear loud noises made by the adventurers, nor can the the surface, but creatures caught
adventurers hear the shuffling undead. The ventilation shaft could be climbed as a in the blast risk being blown to
possible escape route but only one adventurer at a time can attempt the climb. bits. Large glittering amethyst and a
3) Foreman's Shack: A dilapidated shack stands in the northern part of this mine cart full of crystal can be spotted in the
large cavern. Three GHOULS lurk inside, watching for any stragglers who escape central tunnel (Worth 1000 coin if recovered).
the swarm. If cleared out it will make a good place to hide. Duri uses the shack as storage for the best 9) Spent Deposits: This warren of short
treasure that he has taken from dead adventurers. Each player can ROLL FOR A RANDOM TREASURE, twisting passageways has long been mined out. A few AMETHYST CRYSTALS remain (d4 per player, 10
and a search will reveal a sack of 500 GOLD and the DEED TO THE MINE. coin each). If the swarm is encountered here the zombies split into small groups that are safer to engage.
4) Workshop: A large work table dominates this area. Covered with old mining tools that could also be used
as makeshift weapons. A bird cage on the table holds a SKELETAL CANARY. If carried, it will pantomime If the adventurers escape there is a 50% CHANCE that Duri is camping with some undead minions above.
dying when dangerous gas is detected. Otherwise is will happily sing, but it’s voice is ghostly and distant. Otherwise, he has left to find more victims... perhaps the adventurers will meet another day to seek revenge?
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Annotated
And Still We Rise
by @karis_m_jones and @natescottjones
expert Dr
by intergala
Plimpton M
ctic physics
elville, PhD
BOX? RECTANGLE?? DONUT???
Our planet is a flat disk perpetually moving upward in space. The force of its upward
movement keeps everyone grounded to the topside of the planet, while the bottom is lush but
uninhabited. BUT WAIT, the news breaks that we have discovered an existential threat! Set 30
minute on a timer and get ready for some collective problem solving.

First, determine the nature of the problem; Second, UMMmmm, no, we're using my method instead ~
determine the team members and skillsets needed for
1. Make a plan: decide how you try to solve the problem
the situation at hand; Finally, guide your team in a
2. Sell the plan: Convince as many inhabitants as you can
well coordinated and methodical effort to address the
3. Execute the plan: Roll to see if you live or die
root cause and return society to its idyllic status
quo, that peace and order may endure, never to be Now follow along with my notes if you want to
disturbed by catastrophe is our lifetimes. survive. You're surrounded by idiots
Acceleration of our planet
We experience the opposite
through empty space at 9.8m/s
acceleration downward due to inertia

HOW DOES IT MO
VE UP?? LEGS??
WINGS?? IS THER
E EVEN AIR?

NO
T
may E: I su
be s spe
the o c
m R me kin t tiny
EAL ds o jet
HAR f spa engine
D...n ce s? o
o th titan r
at d YEE WAIT
TED
WARNING OK this part is really important you'd better listen or you'll $#%&#ing fall off the edge of
the world like a tiny insignificant CHUMP because you thought it was a globe, moron
oesn
't w
ork.
..
The upward motion of the planet is the ONLY reason gravity works

Determine the Problem: roll a d6 I'm so $#^@


%ing tired of
people and t saving thes
1. Global Warming: we are headed straight toward the Sun heir weird fl e
at planet
2. Jumping the Shark: we are approaching a Giant Space Shark
3. Off the rails: soon we will fly out top of the universe and fall the other direction
4. Space boba: we are about to be sucked up the straw of a giant black hole-like monster
5. Cosmic tail-gating: we are about to hit another planet that’s moving slower than us
6. All aboard: a dying planet with hostile inhabitants is catching up to us

Determine the Opposition: roll a d6


Dr Melville's World-Saving Rubric 1. “Globeheads” who don’t believe the earth is flat
for World-Saving Plans 2. Profiteers who just want to turn a profit
1 accounts for planet physics +2 3. Zealots who are making the problem a religion
2 saves many lives +2 4. Bureaucrats who want to dilly-dally
3 long term solution +2 5. Oligarchs who just want to save themselves
4 not costly +1 6. Scientists who want to make it worse
5 quick to implement +1 As a group, think about how you would logically
6 would make a good movie adaptation +1 persuade this group. Come up with a plan
7 sacrifices must be made -1 together, collaboratively, and reach concensus
8 very expensive in time or resources -1
u
ch of yo
9 excessive public deception -1
c o n s e nsus. Ea rybody Vote of Confidence Modifiers
10 causes inter-planetary war -2 Screw la
e
n and ev ee if who
n t a p 3 players: 0, 1 (1D4)
prese to s
11 massive environmental impact -2
s t 5 n it . T hen roll g e n t s to 4 players: -1, 0, 1 (1D6)
lea vote o ntin
12 boring -2
c e i v e at u s e a y t h e most co t y o u
re a can sw otes ge 5 players: -2, -1, 0, 1 (2D6)
UST lost c n. Your v table:
you M r you're a t h e ir p la t o t h is 6 players: -2, -1, 0, 1, 2 (1D20)
so ing
point o d if ie r s accord
m https://creativecommons.org/licenses/by-sa/4.0/
Greetings, weary traveler. The knowledge you I turned the heart of this mountain into a
the temple of lost bread seek is close at hand, but first, a tale must be
told. Not long ago, in these lofty mountains,A
shrine of what once was and a tomb for
what had been lost.
wizard and a brilliant baker, founded this
entrance - Disguised among rocks and boulders which when charming bakery. people rose up the mountian Now, you stand here, drawn by rumors of
cleared away allow entry, the door emits a chime when opened. from far and wide for the pure joy we baked. such divine baked goods or perhaps the
enticing aroma that sometimes escapes these
Bakery - Empty display tables occupy the room, except for an stone walls and travels down the mountain...
Tragically, while I was away, an unknown
off-center statue of a proud woman (the baker) holding a
affliction claimed the lives of all,
gilded heart. Behind the counter, a hidden door leads to rising I implore you to take what you find here
including my beloved baker. Overwhelmed empty
stairs and the aroma of fresh bread from deeper within. and carry on what I could not bear alone.
with grief, I used all my magic coffin
s
Storage room - Racks of cooking implements line the room, to entomb our bakery deep
hest Embrace this knowledge and continue
with sealed containers of yeast, sugar, salt, oils and spices Within this mountain. c our baked legacy. May the joy of our
stored below. a few cooking kits could easily be put togeather. creations live on through you.
r alter
washroom - Two dry sinks adorn the walls, but most wate
saltysers Statue holding

creativecommons.org/licenses/by-sa/4.0/
of the room is flooded due to a small opening that g a platinum
lets in salt water. A closer inspection flask
ue
reveals a small opening allowing salt Stat ing
water (from area 6) to pour in. hol d
Foyer - A circular space with four
lver
a si her
Dough
filled
statues of the same woman from the pitc pits
Bakery (The baker), each with empty hands. Placing items
from rooms 2, 6, 7, and 8 into the empty-handed statues
activates runes at the center, raising up creatures to area 9
Wet Room - acending the stairs triggers warm saltwater circl
e
geysers from above, flooding the stairs and making rune of
ascending them difficult and hazardous. Removing a s
Silver Pitcher held by a statue stops the geysers. water drain Statue holding
a gold sack
Oven - Closed coffins and stonework ovens s
line the walls of the space. A statue of the ue
tat ding ? or
Baker holds a Gold Sack. Touching the Sack water leak S ol ING do
h TH s
causes a thick glass door (AC 17, 20hp) to seal
nO as
the room and ignite the ovens. the intense heat gl
activates the dough placed in the bodies,
reanimating them. The 'unbread' creatures
become tougher (higher AC) and slower after
taking fire damage. the room continues to heat
or ar

up dealing fire damage to creatures within it. poorly ne


do ul

Stoens
g

hidden
Re

Dough Sanctuary - This large room contains


door ov
two pits filled with bread dough. One or
more dough golems rise from the pits to
attack anyone touching the Gold Flask held st
by a statue at the far end. These golems are Co one
ffi
immune to bludgeoning damage, but weak to ns
fire and slashing (and butter) damage. MAGIC ITEMS
Resting space - The room contains a large Statue holding Gold sack - produces 1lb. of flour each day
statue of both partners (the baker and the wizard) platinum flask - Produces 1 oz of yeast each day
a gilded heart silver pitcher - produces 1 gal. of saltwater each day
embracing as well as two tombs with heavy locked
chests at their feet. The skeletal remains of the
wizard is laying on top of the tomb of the baker. 1. Mix flour, yeast, and salt in a large bowl. Add warm water, stir to form a shaggy dough.
the chests contain an unmodest sum of gold Ingredients 2. Cover the bowl with plastic wrap, let it rise overnight (12-18 hours) in a warm place.
earned by the bakery in its hayday, trinkets 3. Shape the doubled dough into a ball on floured surface, cover with a towel.
3 cups bread flour 4. Preheat oven and Dutch oven/baking stone to 450 F.
owned by the wiard , and of course, the most 1/2 tsp active dry yeast 5. Transfer dough with parchment into the hot Dutch oven,
valuable item contained within this crypt: 1/2 tsp sea salt 6. Bake covered for 30 mins, then uncovered at 375 F for 15 mins. DM4Hire.com
a recipe for fresh baked bread 1 1/4 cups warm water 7. Let cool for 20 mins before slicing. Enjoy!
5. Top chamber: the bridge. Layout depends on what reward the referee wants to dole out: do they
get the entire ship!?! Or just the micro-gravity generator tech? Maybe only one or more robots, or
perhaps they need information about the aliens that built this ship. Will the ship be lost to an
explosion or irreplaceable fuel? This little adventure can be minor or major, depending on need.

4. More robots! The attack is immediate, with one


large human-shaped robot flanked by two small
hovering tank-like war-bots. The main robot taunts
the group in their own language, saying they’ll never
get past him. Fighting in micro-gravity is difficult, so
the characters have trouble doing damage, but the
robots are used to it. After a couple combat rounds,
the main robot stops and says “Do you follow the old
ways? If so, I challenge you to a duel!” Once robot
is defeated, top hatch opens. Hidden behind these
walls are the crew quarters, galley, and rec-room.

3. In the next chamber, there’s a moment of hesitation as a wide


beam of weak blue laser light scans everyone at once, then the
rising begins anew. The tone of the alien voice changes,
becomes more harsh, and a hissing sound occurs. The ship has
realized they are unauthorized, and released a semi-toxic gas into
the air, which weakens everyone by 25% for one hour. A different
person’s palm, or the keypad still allow access to the next
chamber. Hidden behind these walls are the medical bay.

2. Once inside, the door slams shut the group is in a corridor


running straight up the ship. A strange humming sound is heard,
and micro-gravity kicks in, floating everyone slowly toward the
ceiling. Flyers will be able to move freely, but gliders get little
benefit. Floors and walls are completely smooth, made of some
sort of ceramic composite (so mag-boots won’t stop the rise.) An
alien voice begins speaking, and symbols begin to glow along the
walls. Hidden behind the walls are engines, consoles, tool-chests,
weapons lockers, etc.

A closed hatch at the top has a keypad and a palm-reader for


access. Ways to open: 1. Low-res palm screen that actually
works with _any_ palm, as long as it has only 3 fingers... anyone
can fold down their extra digits and make it work. 2. Using a
universal translator, engage the voice (ship’s computer) and
convince it to open. 3. Realize the symbols are a repeating code,
which works on the keypad.

1. The main hatch is open a crack. Any attempt to


enter triggers an attack by a couple of 3-armed (and
each arm has 3 fingers) maintenance ‘bots; should do
some damage but not be a severe threat. Once they
are stopped, a bit of strength will open it all the way.

Always Rising by David Gayer


Released under the Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)
license: https://creativecommons.org/licenses/by-sa/4.0/
dashes to represent the letters, filling • But what I’m really into is: as- mal. The riders must macgyver
them in when each letter is success- tronomy, My Little Pony, novel- their way free.
fully guessed. The problem is also in writing, queer studies, skate-
charge of setting the scene and de- boarding, or your mom.
This Elevator is scribing what the riders see. Inside the Elevator
Then give your character a fitting
Going Up The game begins with six guesses name. You’re ready to play. This dungeon may be small, but
shared between the riders. Each there’s a lot to do. The elevator car
rider’s guess takes the shape of an the riders are in have:
by margay action, leading them closer to the so- Problem: What is Happening? 1. An LED floor indicator that’s
lution or closer to death. Desper- fizzing out, unable to keep up
ately pressing the buttons at random Choose one of the following causes. with the changing floors.
is a guess for D, while panicking and The words that need to be guessed 2. Speakers that blare elevator
You are riding in an elevator, jammed
screaming is a guess for P. are in bold: music.
between total strangers, when your
elevator car suddenly begins to rise If a rider’s traits play a major role in 1. A rather petty poltergeist has 3. Fluorescent elevator lights all
at an alarming rate. Your task is to a guess, the number of guesses does possessed the elevator. One of along the ceiling.
figure out why this is happening and not go down. For example, if the riders the riders has wronged it in the 4. Floor request buttons that
stop the car before it slams into the have five guesses between them and past, and now it wants revenge. range from the lobby to the
ceiling and kills you all. a rider is behaving like an aggressive 2. Everyone is dead, and this observation deck.
psychoanalyst who is into your mom, is their punishment in Hell— 5. Open door and close door but-
A one room, one dungeon, one page tons.
the riders still have five guesses. forever. These lowly sinners
TTRPG for two to five players. 6. An emergency intercom button
At any point, a rider may spend a must convince Lucifer to let
them go. that starts a phone call between
guess to guess the entire word. The the elevator car and the control
How to Play game ends when the word has been 3. An ambitious entrepreneur is
giving an elevator pitch of a life- room.
correctly guessed. 7. A fire operation keyswitch that
Going Up is a guessing game inspired time. He threatens to kill every-
by Hangman, the kids’ game. You’ll one if they don’t invest. only works with a special key.
need a pencil, paper, and a willing- Riders: Who are You? 4. Violent anarcho-primitivists 8. A hidden panel with a fan ven-
ness to construct odd sentences. have seized control of the tilation switch, an elevator light
Let’s create characters! To begin, switch, and a third unlabeled
control room. They plan on
One player plays the problem. The choose one trait from each list: switch.
using the riders’ deaths as
other players play the riders.
• People describe me as: aggres- anti-technology propaganda.
First, the riders create their char- sive, creepy, greedy, impulsive, 5. One of the riders in the car is a Appendix
acters. Next, the problem decides nervous, or prideful. witch. She’s enchanted the ele-
why the elevator is going up, keep- • My résumé says that I am a: vator to allow her to pierce the I hope you had fun! You can find me
ing it a secret from the other play- barista, construction worker, veil between worlds. at https://mar.gay. This game is re-
ers. The problem tells the rider how lawyer, member of the English 6. A mechanical defect with the leased under a CC BY-SA 4.0 license.
many words they need to guess, fol- royal family, psychoanalyst, or pulley system is causing the el- For more details, see https://creative
lowed by how many letters. Draw out zookeeper. evator to move faster than nor- commons.org/licenses/by-sa/4.0/.
https://creativecommons.org/licenses/by-sa/4.0/ by Russell Scarola
ROLL D6 ONCE PER TURN
1
2
Encounter see pg. xx
Fatigue (rest or else)
The Pyramid
- D6 Doom per descent
D Random Adorned
1. Priest Quarters (40’ x 10) Start Doom Die counter at 20, roll d6 per level descent.
6 Encounters Requires pledging service to temple. Charred body of a zombie lays beside the chest.
Stone chest (Entryway) contains 2 ornate priest robes (+1 Armour, +1 WIL).

3 Expiration (light) Golden murals (North wall, animated) depicting temple priests feeding cats milk.
D6 Frenzied PLAGUE
4 Environment 3 marble Cat sculptures (West wall, covered in black blood) if cleansed, spirit cats will
RATS 2 HP, 12 Dex,
Omen clear vermin (plague rats, blood snakes, scarabs) from temple. Dung pollutes incense
1
5
bite (d3) Crit: STR
Advantage burners, a foul earthy grass smell permeates the room.
-
6
save or Diseased (as
2 deprived, die in 1d4
days).
2. Guardians Tomb (25’ x 10)
Thick vines (blocking access), cutting spills black blood. 12 foot Sarcophagus fills the
Spectral PURPLE room, lid pushed aside. Outer rim lined with 4 opals and 4 sapphire gems. Blood smear.
OOZE seeps through Contents: Scattered bandages, gold ceremonial bracelet, rat droppings . Rotten papyrus.
ceiling, lead PC DEX Alcove (west wall, dusty) : Ironwood lion mask (+2 Armour, bulky) rests mounted above
save or be covered. a Spiked Obsidian Kanabo (d12, bulky, 14+ STR to wield)
3 HP, 18 STR, 6 DEX,
3 WIL, Spectral 3. Meditation Chamber (20’ x 20’)
3 touch (d6 + d4 WIL) Heavy stone door (2-in-6 stuck) Red candles (emerald flame) form a circular ward spell,
Immune to all holding the TOMB GUARDIAN (possessed by evil) 10 HP 3 Armour 15 STR Fists (d8+d8)
damage except fire Makeshift goat headdress, blood soaked. Bandage wrapped, dull green skin. Disturbing
and magic. Sticks to candles releases guardian. Large clay vessels in 4 corners (3 empty, 1 full of fresh milk)
target, removed by Hammered copper door (stairs to 4) dripping with purple slime, pooling under door.
Cursed Totem fire.
-1 STR/1Fatigue 4. Reliquary of the Stygian Parrot (35’ x 25’) Smells of sweet Jasmine.
D4 ZOMBIES carry Pulsing golden glow emanates from ceiling. (N) Ivory Steps to obsidian Parrot statuette
“materials” for the perched on a pedestal of ebony and opal (echoes the last word spoken).
Ungunga deeper into East wall 25 large Black Opals in asterism of a Lions head (1 turn, -1 doom to pry each)

4 the pyramid. NE corner, Three clay Jars of honey (blessed). Ornate rack (SW alcove) holds
6 HP, 6 DEX, 3 WIL, Ivory and gold scepter (d8, spirit, [1]Remove curse) temple priest only or -1 WIL/round.
Grasping hands (d4) Door (S to stairs, drumming audible) covered in dense web, 2-in-6 chance of alerting a
Only attack if dis- CRYPT SPIDER 6 HP, 14 DEX, bite (d6) Crit: Target phases from reality d6 turns.
turbed, in trance
Stairs to 5 (Smokey) Groaning, chanting, drumming audible. Stench rises from below.
A GIANT BLOOD !!!TRAP (alcove): Desecrated Obsidian Mirror. Wailing souls heard. Save vs WIL when
SNAKE gorging itself passing or PCs spirit is entombed, suffer d3 WIL per turn. Body lays lifeless in a trance.
5 on a recent sacrifice.
15 HP, 12 STR, 12 5. The Ritual Chamber (60’ x 10’)
DEX, Vampiric bite Nauseating stench of rot, air hazy with smoke, figures visible dancing and drumming in
(d4 + drain 1d3 DEX) a flashing purple light. D6 ZOMBIES (W) perform a ritual for the Ungunga (cauldron full
SPECTRAL SPIDERS of body parts, relics, vile blood). Two living Nomads (chained to southern wall, one
missing arm), plead for help. Gwuna (In astral form) hangs via spirit chains above
6
6 HP, 14 DEX, 12
WIL, Bite (d3) Crit: cauldron, cries in agony. North wall (to 6) bursts with purple light, sound of lightning.
Cocoon (d3 WIL + 6. The Sorcerer - 9 HP, 3 Armour, 13 STR, 12 DEX, 16 WIL, Sacrificial dagger (d6) If doom die
Immobilized) at 0: 15 HP, 5 Armour, 16 STR, 16 DEX, 16 WIL, vampire bite (d6, drain), claws (d8+d8)
lightning (d8, ranged). Flight. Spells: Attract, Command, Deafen, Astral Prison, Cone of foam.
https://creativecommons.org/licenses/by-sa/4.0/ Writing/Layout By EternalTorch.ca, Map art: Dyson Logos, Template by Explorers Design
th e b ea c on a n d
in dl e
Rek become a hero!

Ra-Nephelm .. . or
the ‘Usurper’
us e t
h e m for t h i n e o w n d e v i c
es
Master of Fire
His heart is charred from blazing hatred

Ozoromsantehfloews‘lSi torm’
His red ke F lam
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freez
in Ma ste r o f Te mpe st s
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ound
1 x R dom Strong Win
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kn s po close ht light and warmth only REST
REST
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s w i n g s are h

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structive sorcery

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loays burni th envy


ad de
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am

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og 1 x Round; er a n ds da
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lightened Pillar can: Flame switches to s e


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Trials of Fire An adventure for high level characters,


by Nikolaos Themistoklis Paroussis
the h
unt
a pp + 2
ea r!
To return order, three scourges must
be slain. Each has stolen a piece of
Sacred Flame to fuel their ambitions.

Only when all pieces are returned to


has fallen over the town... their source can we be saved!

Silence forlor Our people have been bereft of the


. . . . . and lost... fire of their spirit and are becoming
n
.

e wand .
opl . nothing but sapped starving husks!
er..
pe
t ’s a forgotte Take the oath before the altar,
e n Shatter the Calling Bell and
I

S Restore the Sacred Flame!


or

1.
Bef

2.
ri

s,
h er
ne

Mob g a t
A 3.
,

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e dy e y e s
G re 5.
n...
The Ch w ithi 6.
ampions meet.... the Fi r e The Flame is powerful,
F or
But only a limited times... 7.
It may grant life anew,
SA VE THE C L E R IC !
https://creativecommons.org/licenses/by-sa/4.0/
Le acque salgono
Rise of Waters. One page dungeon 2023 by AriGiulia (born 2016)
Sequel sottoforma di avventura del mito della rana e
della pioggia (vedi qr code) e @giovani_dragoni su
Instagram
https://creativecommons.org/licenses/by-sa/4.0/
La rana che ottenne il dono se ne vantò con tutto il creato. Lei avrebbe potuto
far piovere per sempre. A quelle parole, ad un re del fango balenò l’idea di 5 4
estendere il suo dominio in uno stagno di dimensioni globali. 1
Detto fatto ha fatto rapire e imprigionare la rana mitologica, nascosta alla fine
dell’arcobaleno e costretta a gracchiare per causare una pioggia incessante
2
che ha causato una inondazione sull’intero continente. Onde evitare che gli
altri animali mitologici potessero interferire li ha fatti catturare e radunati nel
villaggio di Trezzalin dove vivono rinchiusi in case, nutriti come ospiti graditi 3
ma sorvegliati. images by
Bing AI

Volpe Tigre 1. Re del fango


Per concedervi l’uso del gong pone un Ingaggerà una sfida a chi spaventa di più è sicuro che il piano non fallirà mai e si approccia in
quesito. l’altro. Il party è chiamato a resistete e modo sprezzante e pomposo. Non ostacolerà le idee
Un traghettatore deve trasportare un lupo, spaventatela per avere ai piatti. Teme del party sperando di divertirsi
un agnello e un cavolo senza che nulla o l’altezza ed il fuoco.
nessuno venga mangiato. trasportandone 2. Mastro ferraio
uno alla volta. Ha costruito la gabbia in cui è rinchiusa la rana
Granchio mitologica, se adulato rivela che la chiave è nel fondo
E’ uno scommettitore ed era parte della della gabbia stessa, chi la cercerebbe li?
spedizione perché aveva puntato sul viso
di dio. Sfidatelo a un gioco in cui non può 3 . Sciamano
vincere (carta sasso forbice o morra) e vi Ideatore del piano, se mai smetterà di piovere mai si
vincerete delle vuvuzelas. formerà l’arcobaleno e mai verrà scoperto il
nascondiglio. Solo un baccano di strumenti mitologici
Orso può sovrastare il gracchiare.
L’orso del mito era parte della spedizione
sperando nel miele. Offriteglielo e vi darà 4. Cacciatore capo
in cambio una grancassa. Ha scovato e rapito le bestie mitologiche. Sà dove
sono.
Ape 4. Torturatore
L’ape del mito non è più in vita ma gli avventurieri incontrano la discendenza dello
Ha escogitato il sistema del sale sulla rana e degli
stesso alveare. Un omaggio di fiori darà accesso al miele.
strumenti per torturare gli animali del mito.
Delta 1
By David Nash

1st Floor
1.entrance via tractor beam room has 1d4 grey
aliens
2­5. rooms have 6 vats with mutants
floating inside and 1d4 grey aliens each.
6. Stairs to the 2nd floor and magnet anyone
with metal armour gets stuck to the magnet
and must roll 13 or higher on a d20 to escape.
7. Stairs to 2nd level and unstable reactor
anyone in the room gets a random mutation
from the mutation table.
8. Stairs to the 2nd floor and an XP reactor,
going in the room has a 50/50 chance of
gaining or losing a level.
9. Stairs to the 2nd floor and undeath reactor
10% chance of being turned into an undead of
your level when entering the room.

2nd floor
10. A large ring­shaped room with 2d4 grey
aliens.
12­13. These rooms are hidden behind secret
doors and each have 12d6 gold pieces worth
of treasure.
14. Stairs to 3rd floor.

3rd floor
15. Command centre contains 3d4 grey
aliens,one grey alien captain and 12 heavily
armoured mutants.
Mutants are average humans with one of the 3
beneficial mutations (heavily armoured
mutants wear plate mail)
Grey aliens may be represented by goblins
with increased stats and plasma rifles which
do 2d6 damage
Grey alien captains may be represented by
hobgoblins with increased stats and a plasma
pistol which does 4d6 damage.

When rolling for mutations roll a d6


1. A tentacle sprouts from your back (one extra
action)
2. You gain a third eye (+2 on perception)
3. Scaled skin +2 AC
4. Lose an arm
5. You get blurry vision
6. Radiation poisoning you die in 1d4 rounds.
https://creativecommons.org/licenses/by­sa/4.0/
One page dungeon 2023
by Alessandro (born 2013)
@giovani_dragoni
Ascesa di un re Gamificazione di un mito vietnamita (vedi qr
code)
La scacciata dei nemici ha avuto successo al
(rise of a king) il re Le Loi nonostante si sia impegnato a
Il de drago (drago bronzo in spoglie umane) convince il party a ricordare
al re l’impegno preso prima della guerra ma il re deciderà solo se il party
ha dispacci con sigillo di almeno 3 generali (e che le lettere siano in
accordo con il party). Nel frattempo il genio Lac Long Quon attende la
spada per poterla riconvertire nel suo carapace. E’ molto seccato per
l’atteggiamento del re.

Gen. Ijin
Gen. Sen Sigilli
Incontri
Gen. Ho
Gen. Fedele al genio
Sen Lac Long Quan.

Gen. Ha fiducia nelle Gen. Hwo La SPADA


Ijin decisioni del re.
Re Le Loi parla con il party se ha con se almeno 3 sigilli Nelle mani di Le Loi magica
Gen. Non è mai in accordo con Re dei generali. La prima volta che il party visita +10 x gli altri una spada +1.
Hwo il re. Geloso della spada. Le Loi l’accampamento dopo aver avuto il sigillo del generale
Jen assiste all’arrivo del generale stesso che pretende
All’arrivo del party il campo è
in modo arrogante la spada per sconfiggere presunti
Gen. sotto attacco da una pattuglia
nemici. Trattasi di uno mutaforma che ne ha preso le
Ho + 1 o 2 yeti. La spada serve,
la guerra non è finita.
Per le strade lancia un d100
1-5 Il party scopre una pattuglia nemica.
6-15 Agguato di una pattuglia nemica. Ponte Lac Long Quan
16-40 Agguato di un animale selvaggio. Difeso da una sentinella + tartaru-hina Il genio tartaruga è un mistico gentile. Parlerà
se evento, Una pattuglia amica è già in battaglia, meccanici. lasciano passare se il party ha tutti i solo con il re (o chi sia vestito e si comporti da
secondo se aiutata rilascia un attestato che vale 4 sigilli. Il lago. re) se non otterrà la spada sancirà la slealtà
tiro 10% vantaggio per un test con un generale.
https://creativecommons.org/licenses/by-sa/4.0/
The Shadow in the Sun
You suddenly wake up in a huge, pretentious hall filled with diamonds and furniture that was all
colored in bright yellowy gold. A being, which you can't recognize because it's shining so bright,
sitting on a throne starts talking:

“You have been chosen to save the sun from the shadow trying to take us over! The shadow
beings have been waiting a long time to defeat the light beings, which make the sunshine,
so the sun is forever dark. They are in the center of the sun, waiting until tonight,
so they can eliminate us, leading to the sun never rising again. Will you help us?”

You agree to help them.

The sun ruler explains to you what awaits you in the dungeon:

The first step is to go to the weapon dealer to get weapons for the mission. The difficulty is
that the dealer is very sketchy, and because you don’t come from the sun, he’ll try to scam you
to get more money or give you weapons that don’t work. If you try to defend yourself, he might
end up killing you, so what you need to do is be as careful as possible. From him, you'll need to
buy Darkvision and the weapons or enchantments of your choice but be careful; shadow beings are
immune to weapons using fire. The most effective weapons are metal, wood, or light-related weapons.

The second step is finding the secret passageway inside the weapon shop to the inside of the sun.
There, you’ll find a room (1) full of traps designed to kill you. You’ll need to find the traps
and then find a way to get around them. The traps are not only on the floor tiles but on the walls
too. The traps include the floor disappearing, the walls crumbling, or highly venomous lizards
being thrown at you. All the traps could instantly kill you, but luckily the room isn’t that big.

Once you’ve escaped, the next room (2) awaits you. There, you’ll have to fight your first group
of three shadow beings, which will protect the next rooms at all costs, even at the cost of death.
The downside for you is that the room is incredibly dark, so you’ll need to have Darkvision to even
have a chance of making it out. The shadow beings have very powerful weapons, which can each kill
you with three hits. Their problem is that the sun beings have gifted you very powerful shields, so
not every attack reaches you, but you’ll still need to be careful and kill them as fast as you can.

In the next room (3), there’s venomous fog, which can kill you fast, but the door to the next
room is closed, so you have to find a key for the door. The difficulty is that the room is
filled with a lot of things, ranging from antique teacups to fluffy pillows, making it hard to
find the right key. The time until the rise of the shadow beings to the surface of the planet
is getting shorter every minute, and once they’ve gotten to the surface, nothing can stop them.

In the penultimate room (4), a huge shadow


beast is waiting to kill you. It could devour
you instantly, but it has one weakness:
it is deadly allergic to bread and salt.
You can buy bread in the weapon shop,
but salt can only be found in the fourth
room, so you should not only look for a
key but also salt to defeat the monster.

The last room (5) is filled with shadow


beings, which you’ll have to kill as 1
fast as possible because there’s only
half an hour remaining until their 5
rise. With the right weapons, it’s
easier to kill them, so choose wisely. 2 4
If all goes well, the sun shall rise;
if not, we're doomed, because with the
3
sun, all of our solar system goes down.

Are you up for the challenge?

Lina (15), Hendrik (13), Joaquín (11)


July 2023

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The Tomb Of The Sorcerers
Created by Jamie Olsen

The adventurers have been sent on a mission to steal an ancient artifact from the Tomb of the
Sorcerers. They are not told what it looks like but, they have been told of a goblin outpost resting on
top of it. The adventurers are promised 500 gp if they return with the artifact. The adventurers buy a
horse and begin the long ride to the outpost, after 3 days of travelling they arrive at a grassy plain and
spot the outpost.

1: The goblin outpost is a tall circular building, two horrific looking goblins are standing beside the door and are
hostile to the players. Inside the outpost lining the walls are various goods, in the centre of the room is a spiral
staircase.

2: A huge rectangular room, five coffins are


placed on one side of the room. An eerie sign
reads “If any pass they shall rise”. When a players
passes a coffin a deep rumbling starts coming
from the coffins and one by one mummies shove
the tops off of their coffins. The mummies are
hostile to any living being.

3: A ding hall/kitchen the chairs and undersides of


tables are covered in cobwebs all of the food in
the cupboard is spoiled.

4: A prison, only skeletons of the prisoners remain


they attract plenty of flies. There are no guards.

5: In front of the middle door is a huge pit 10 feet


down and 15 feet across. If a player falls into the
pit they see a one eyed alien, it communicates
telepathically. It threatens to kill the player unless
their friends bring it three pounds of animals and
bones. If they do it levitates the player out of the
pit, if not it tries to eat the player.

6: In the centre of the room there is a gold and


quartz pedestal, around the pedestal is five quartz
columns with incantations of a great spell. The
spell creates a magical rock that stops time for all
but the holder for ten minutes or less per day. If
someone reads the incantations out loud the
columns crumble away to revel skeletons who
conger balls of flame and hurl them at the players.
If the adventurers defeat the skeletons, a rock
comes up through the pedestal. It radiates with
power!

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Mayhem of Tergg
MISSION
Infiltrate Oldivol, City of Humans (Red-Blue Flag) during an ORCISH SIEGE (Green-Black Flag). The players
start as stowaways in ration crates of the Tergg, an Orcish siege tower (Level 1).
Orc opens crates. Humans’ magic
wall closes (West Side). Storm ENCOUNTERS
brews (East side). 1 Catamari (projectile giant squid) hits d6 floor.
1 Mussel Titan charges the Tergg.

6
1 Other Siege Tower crashes into the Tergg.
2 Jellyfish Dragons hit-&-run d6 floor (storm).
2 Flash Floods ahead.
3 Werewolf Orcs + 3 Orc Riders join (night).
4 Vampire Vultures + Orc Chief examine (night).
5 Manticores + Orc Shaman roost on 6.
6 Human Wizards invade 1.

5 7 Laughing Gas Hyenas + Orc Chief released.


8 Landsharks attack the Wingless Manticore.
9 Centaurs + 9 Human Riders flank.
10 Rose Myrmidons obstruct path.
11 Piranha Snake Acid Arrows descend.

4
12 Orc Soldiers climb to d6 floor.
X Dead Orc Soldiers plug up Capstan wheels.

3 a

2 FINISH
As seen fit (ex. 12
successes).
Wingless Manticore
released. Battering ram

1
employed. Invade either
through WALLS or GATE.
Coinciding ENCOUNTERS
should force substantial
sacrifice or cunning.

A. GIANT WINGLESS MANTICORE


LEGENDARY SWORD. ORC FLAG.

1. CAPSTAN 2. BALLISTA 3. CANONS 4. ROCKETS 5. TOTEM 6. BRIDGE


Orc Taskmaster 4 Orc Soldiers: Turtle Drake Alchemist and 3 3 Orc Shamans: 6 Orc Archers.
and 3 Orc 2 aim and 2 loads. Chainsaw Giant Gunpower one has the NETTING hangs
Soldiers. Wheel load. Armory of Orc. Rugs of Moths. Pet Imp: MANTICORE from sides
mechanism Orcish FUR. Buckets of casts silence. CHARM. Totem down to 1.
underneath. WEAPONS, WATER. CANON Cups of MERCURY. enhances all GRAPPLING
Barrels of SALT, EXPLOSIVES, BALLS. TELESCOPE. FISH magic. MAGIC HOOKS. ROPE.
RATIONS, and and BALLISTA NETS. ROCKETS. HERBS.
WINE. BOLTS.
WRITTEN BY: Ian Kang, Paulo Kang
MR. KORRIGS LIBRARY
Mr. Korrig's library is a massive library inside a beanstalk that goes above the clouds and
beyond. It is managed by the storm giant Mr. Korrig who never allows anyone past the third floor
but when he goes missing rumors start to spread of powerful magic tomes and other riches high
in the beanstalk.

By Henry Ferris

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The Altar of the Wicked One
Deep in a dank jungle teeming with malevolent creatures sits the Altar of the Wicked One. What
was once a decrepit ruin has been repurposed with a malicious intent. This place, full of evil and
hatred, is where the most devoted servants of the Wicked One gather. The Wicked One’s promise to
its cult members is that the more malfeasance they commit in its name, that cult member will rise
through the ranks of the cult, eventually being gifted immortality. The devotees that are favored
by the Wicked One gather here, hoping to sacrifice enough humanoids for their commune to ascend.
Will you choose to foil their devilish plans? Or will you join them for the chance at immortality?
Name of Dungeon – Chest Chance Cave by Jenner Scarola

Room Key:
E- entrance
Shaded Block: Secret
stone switch
Dotted lines:
Secret passageway
S: Secret Room
Bold lines: Doors hidden in
the walls

Hidden Room Possibilities:


i: Treasure
ii: Possessed chest
iii: Treasure
iv: Possessed chest
v: Treasure
vi: Treasure
vii: Possessed Chest

Room Name: Chest Chance Cave


Storyline: Your enemies’ kingdom is supposed to have treasures galore inside of the royal palace, and your king has tasked you
and your friends the extremely dangerous mission of raiding it. He knows what’s at stake and wishes you the best of luck on your
journey. Once you get there, you see how many guards are patrolling around the palace and find out that this is not going to be
easy. You manage to sneak past all of them thanks to the feasting hour occurring at the right time, and you make it to the king’s
chamber, but there’s not a single gold coin to be found here. This can’t be right, you think. You start looking around and
eventually one of your friends (this would be the character with the highest intelligence) calls to you that they found something.
They slide the throne aside and reveal a chute that leads down below the castle. You slide down the tunnel to find yourself in a
new entry room (E). Maybe this where the king keeps his treasure. Only one way to find out!
E. On a pedestal in the center of the room, there’s a rusty key that must’ve been down here for a long time. On the side of the
key are some strange engravings that read “And they shall –“ and then nothing.
1. The hallway splits into two more to explore, and there are stone walls on either side.
Sometimes when you walk along the wall, the key that you gathered at the entrance will glow and start to vibrate. This must
mean something…
2. Turns out the key leads you to doors hidden in the wall! When you open the door, you find a room with two torches positioned
to the side of a chest at the end of the room. This can lead you to treasure, or trouble… Some chests when you open them will
contain a fraction of the king’s treasure, or a deep, pink, eerie mist, which gives a sign that it’s possessed and you need to fight it.
You need to find at least 4 chests in order to exit the dungeon.
3. There are also some engravings on the walls that sort of look like letters. Each is above a stone button. Wonder what you can
do with them… the letters are : S, R, I, E
4) When the letter stones are pressed in the correct order to spell “RISE”, the door at the top of the loop can be heard to open
leading to a staircase down to the final treasure room marked S.

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