2023 No ArtpunkCompendium
2023 No ArtpunkCompendium
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
Now, let us celebrate the triumphant winners of the 2023 One Page Dungeon Contest:
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.”
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.
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.
Honorable Mentions
Sisyphus’ Burdern Adrien Nivaggioli
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.
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YOU’RE TRAPPED IN A ONE PAGE
DUNGEON BY
SAM SEER
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.
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.
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
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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.
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
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
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
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(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.
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.
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.
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 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.
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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
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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
https://creativecommons.org/licenses/by-sa/4.0/
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
“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.
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
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.
D30 25
,
T gre e b y tr
ur
an r.
d r ho
co
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!
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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.
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
A1 - Excavated Tunnel A7
An rough hewn passage through dirt and
stone which abrubtly ends at a broken
wall leading into the Temple proper.
A2 - Collapsing Vestibule
An underground stream has eroded the
floor, resulting in a wide chasm with a B1
10m (30ft) drop.
open the metal slab door. A cursory search will reveal a secret -ending labyrinth of small tnx Veso, o+a
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.
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
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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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...
●
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
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.
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).
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:
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?
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.
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.
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.
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.
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
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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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.
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
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T
Ch iant
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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.
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).
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
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.
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
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near scythe is fire damaged (collapses), silver ritual scythe (50gp),
2. Mummy Room: potpourri/ sarcophagi (5000gp)… fresh plaster conceals white, silk robes (10gp).
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.
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
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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?
• 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.
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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.
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 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
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
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
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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.
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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.
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
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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
Stoens
g
hidden
Re
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.
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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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in Ma ste r o f Te mpe st s
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A en al brig angels to fight for him
kn s po close ht light and warmth only REST
REST
Hi
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e n Shatter the Calling Bell and
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, 4.
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 !
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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
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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
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.
Gen. Ijin
Gen. Sen Sigilli
Incontri
Gen. Ho
Gen. Fedele al genio
Sen Lac Long Quan.
“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?”
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.
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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.
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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.
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.
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
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