One Page Dungeon Contest - 2011
One Page Dungeon Contest - 2011
Nffitmmm
Here is a chance for your players to take on a
small role of game mastering and for you to
have a little revenge of your own.
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Tesseract Dungeon
Each room is a 30 foot x 30 foot by 30 foot cube. There is a 10 foot x 10 foot square hatch
centered on each of the six sides of each cube, along with four buttons centered along each
edge of the hatch. Pushing any of these buttons opens the hatch; a second push (from either
side) closes the hatch.
Going up from Room 1 will go to Room 8, entering through the ceiling hatch. Going down from
Room 1 will go to Room 5, entering from the ceiling hatch. Going up from Room 2 will go to
Room 5, entering from the floor hatch. Going down from Room 2 will go to Room 8, entering
from the floor hatch.
Please note that when entering another room, your orientation can change. The GM will need
to carefully track both horizontal (north, south, east, west) and vertical (up and down)
orientation changes.
This makes a good adventure for a new adventuring party to meet each other, when they all
4^-_ 1 _"^6 4^-_ 2 _"^6
awaken in the tesseract with no memories of how they got there.
^17 ^7
7 7
Room 1: The players awake in this room, with no memory of how they got there. The room is
colored with an orange scheme. In one corner, there is an open three-dimensional representation of a tesseract, with each of the cubes having a place to
place a small sphere. An orange sphere is placed in the top cube. Players that collect all of the spheres from all the rooms and place them within the model
tesseract correctly will be teleported out of the tesseract. ..into another adventure. If the spheres are inserted incorrectly, they all teleport back to their
respective rooms, and any dangers within those rooms are reset and/or resurrected. Nothing else notable is found in this room.
Room 2: This room is colored with a tan scheme. It contains 3 animated skeletons that attack those that enter it. One of the skeletons has a tan sphere
embedded within its eye socket. At first glance, this resembles aged bone, giving the impression of a skeleton with no eye socket.
Room 3: This room is colored with a lavender scheme. It contains lush couches. If any character lies down on one of the couches, they are subject to a
magical sleep spell that lasts 12 hours. They will awake feeling refreshed, but they will not be able to regain per day abilities from this sleep. If the
characters rip apart the couches, one of them contains a purple sphere.
Room 4: This room is colored with a yellow scheme. Any sound made above a whisper in this room will lead to the release of a poisonous gas. As the gas
floods the room, a bright yellow sphere will fall from the ceiling. Players will have to spend additional time in the gas to retrieve the sphere.
Room 5: This room is magically sealed, and filled with water. The magical seal prevents the water from flooding into the other rooms when door hatches
are opened, but does not prevent characters from passing into and out of the room. The room also contains 2 very hungry sharks. In the belly of one of
these sharks lies the blue sphere.
Room 6: This room is colored metallic grey. It is filled with all sorts of metal machine bits. ..gears and pulleys and chains and the like. A killer robot lies
among the rubble, disguised as just another piece of junk. Unless disturbed, it ignores any who pass through the room. If the players do disturb it, it attacks
with a circular saw and a small laser blaster. Once felled, an examination of it reveals that its power source seems to be a metallic sphere. Amongst all the
metallic rubble, players may find hundreds of coins of various denominations.
Room 7: This room is covered in green plant life, even to the point of sustaining a small tree in the northwest corner. A dryad is linked to this tree, and will
offer to cure minor injuries of any who give will bring water from room 5 to help sustain the tree. She also gives them the green sphere.
Room 8: This room is covered in red flames, and characters will take fire damage just for being in the room. A cunning devil lives here, and he offers the
players the red orb if they will kill they dryad of room 7. However, if they perform this task, the sphere that he gives to them is a fake. If they attack him
instead, he will burst into flames upon death and coalesce into the red sphere.
Background
Ar'Goriath, feared and respected in equal measure,
was a wizard of great power known for designing
and building the grandest and most dangerous
monuments, tombs and dungeons for the mightiest
of kings and emperors the world over. Rumors
swirled that his renown was so great that even
beings of other planes commissioned his works. In
his later years, he went mad, again fueling rumors
of his congress with Those Men Should Not Meet.
His power remained, however, and he foresaw his
own death. Desiring to keep his riches from other
mortals, whom he detested as inferior beings he
had surpassed, he built his final dungeon; a
grandiose tomb to hide away the worldly treasures
he left behind. Legends say his spell books and
artifacts of mighty magic are sealed away in the
innermost secret chamber of his tomb, though none
have yet found them.
(8)
(7) Gelatinous
Golem Rooms Cube
Monsters 9, 13, 17, 20: roll 1d4
(1 ) 1 d2 Mummies (2) 2d4 Mighty Skeletons
(3) Golem (4) 1 d4 Giant Killer Worms
SLegend
- Secret Door
X - Pit in floor
t- Treasure, small
T - Treasure, large
A- Magically protected Portcullis
9 - Spiral Staircase
1 . Entry: The alcove is open to the outside and ornate columns hold up the roof. Two stairways lead up to Area 2, about 6 feet above area 1 .
2. Perpetual Flame Platform: This raised area has two large pedestals topped with perpetual flames. The one to the south conceals a secret door that
reveals a narrow shaft leading down to the true entrance to the Tomb. Two more stairways lead to the top-most platform, another 6 feet above area 2.
3. Sarcophagus/Mourning area: at the rear of this level is found Ar'Goriath's sarcophagus, surrounded in perpetual torches and benches for mourners.
This sarcophagus is false, of course, but it does contain a human skeleton if the PCs open it. Hidden behind it is a secret door leading to deadly traps
4. Slide Trap: Upon Stepping through the secret door, PCs must immediately navigate a greased floor leading to a steep chute that trails away into the
darkness and drops them in room 4A.
4A. Room contains a Metal Golem which immediately attacks, or for low-level characters, perhaps it has been previously defeated and its wreckage is
found here with a couple decaying corpses. A secret door reveals a narrow tunnel that connects to area 4B.
4B. This hallways narrows and descends below the other halls of this level to connect to the pit room 4A.
5. Main Entrance: An ornate marble staircase rises up to the dungeon complex. The middle stair is trapped, and if stepped on releases arrows to strike for
1d6 damage.
6. "Thumb": 4 Skeletons are trapped here and immediately attack if this door is opened.
7. Hall of Statues: Four marble statues of Ar'Goriath line the walls here. They are of the finest artistry and ornately decorated with inset jewels. If any of
the statues are touched, 1d4 of them animate and attack.
8. Archer Chamber: This triangular room has many arrow slits that allow the three undead archers trapped inside to fire arrows at any character in the
hallways surrounding the chamber. If the PCs smash through the wall, they will find the undead have bows +1 and Ever-full quivers that create arrows.
9. "The Axe": This oddly shaped chamber hides a secret door that reveals a spiral staircase leading to the lower level. The staircase ends at area 9A.
10. The ceiling in this room is only five feet high. Roll 1d4 for monsters (1) Centipedes 1d4, (2) 1d6 giant scorpions, (3 or 4) 2d6 Kobold treasure-seekers.
11. The South and East doors in this chamber are false and cannot be opened. Optionally, they may also be trapped.
12. Oddly Shaped Chamber: This chamber is moist and dank, full of slime and mold, and potentially, disease-causing filth. The eastern wall has crumbled
slightly, allowing Giant Killer Worms and other subterranean vermin entry to the complex.
13. Cubic Room: This room is a cube 30 feet on a side, with two levers protruding from the North wall. Pulling either one, or both, will open the Portucullis
marked "A" in room 20 with an intimidating and very loud grinding noise.
14. Roller Trap: Pulling the trip wire releases a solid stone cylinder from the ceiling which is only 1 inch narrower than the hallway. It rolls down the sloped
hallway to land with a crash in the pit at the end.
15. At the bottom of this pit trap is a secret door that leads to the area marked "B" in room 16. The secret door is not visible from room 16.
16. Pit Chamber: This oddly shaped chamber has two platforms above a huge pit 20' wide by 30' long and 20' deep that is filled with foot long spikes. The
bridge across the middle is an illusion, so woe to those who try to run across it.
17. This room appears pedestrian compared to many of the others. Ideally, the players will be paranoid about this. Check for monsters on the table above.
18. Gas Cove: The sunken middle of this hallway is filled with dense poisonous gas that will knock out any characters who succumb to it.
19. Magic Hole: There is a hole about 10" in diameter in this corner. Anything placed in the hole will glow like a torch for 1d4 days.
20. Guardian Room: The Portcullis labeled "A" is magical and can not be harmed or opened except by the levers in room 13. Roll on both monster tables.
21. Treasure Chamber: The center 10' square of this octagonal room is made of marble, and in the middle of it stands a large chest. The chest holds a
small treasure, but it is guarded by several two-foot long flying Automaton Wasps which favor attacking any glowing objects or the characters carrying
them. If the chest is emptied and searched, the PCs may find the false bottom, which reveals a lever. When the lever is pulled, the center square
descends about 30 feet to reveal an identical chamber filled with untold riches of all sorts, the true treasure left behind by Ar'Goriath the mad architect.
t&fyt Comb of tlje ^Indents
Level 1
After a recent earthquake, a massive silvery dome has ap-
peared at the base of a nearby mountain. It appears it had
once been buried beneath a portion of the mountain itself,
but the earthquake has exposed it. Many are interested it
what secrets the structure may possess.
trinkets. Vortex. Anyone may enter room 18 but leaving is much more difficult. The
5. Niches, stacked like bunk beds, line the walls. Each is currently occupied by center of the room is occupied by a magical vortex that seems to suck light
a skeleton. One magic weapon (currently in use by skeleton). and life into itself. Anyone standing in the room takes damage from the
6. Tomb. A single sarcophagus occupies center of room. Lari negative energy it creates. On either side of the vortex stands a candle
rior guards it. It wears magical armor. stand. The candle on the east side is missing (can be found in room 15 if
searched well). Replacing the candle will end the effect, but release the
7. Lovers Room. Two sarcophagi with a man and woman engraved on top
that resides in the sarcophagus within the vortex. Anyone at-
facing each other. If either is disturbed, both v;/r pawn attack. Each tempting to use any door to exit area 18 must roll a d8 and a d6. For the
sarcophagi contains one dozen roses made of pure gold and gems. d8, count clockwise around room 18 to determine the door that is actually
8. Storage room occupied by a skeletc i covere lould. Any creature used. For the d6, 1-2 is outside room 18 and 3-6 is inside room 18. Exit
physically struck by the skeleton is also effected by the mould (mind effect- from room 19-22 use these same rules. Doors function normally if candle
ing). is replaced. Golden furnishing adorn this room.
9. Decoration's Room. Door is and locked. Room contains several restore do not function in this room while the vortex is active.
valuables including a large gold covered holy symbol to "The Unknown 19. Tomb of the High King. A larc wearing a crown on
God" attached to the wall. It is also trapped. his head guards the single tomb in this room along with his
10. Grieving Chamber. Wails can be heard from outside. ( inside. An ds. The king's favorite treasures were entombed with him.
ancient book, "A Collection of Poems for the Broken Hearted' can be 20. Tomb of the Royal Wizard. Wraith; Room is filled with books, mostly
found here.
destroyed by time. The wizard's spell book and his few magical items
have remained.
1 1 . Storage. Candles, torches etc are stored here. Three candles are magical
and burn continually without heat. Door is not locked but is ed. 21. Tomb of the Mother Queen. G and lots of jewelry. She wails inces-
12. Body Preparation Room. Several have taken up residence in this santly about the loss of her children.
room. 22. Tomb of the Royal Confessor. and sever il wraiths; the ghost
13. Living Quarters. Door is locked and trapi gical). The cleric who will attempt to "turn" the PC's on round one (no effect what so ever) and
will join the battle on round two. Divine scrolls and wands can be found.
once maintained the tomb still does, though he's now insane and attacks
without provocation. No method of curing, either magical or non-magical, can 23. Hallways of the dead. The four hallways leading to the central chamber
restore his sanity. After eons, his mind no longer exists. Several scrolls are packed with ghostly mourners. They can not be interacted with in any
can be found here.
way, but occasionally, among their other wailings, shout, "Woe to those
14. Sven's Final Resting Place. Secret Door; Locked and ; This ir- who would approach the final resting place of the High King with out bless-
regular shaped room houses a single sarcophagus filled with dirt and a van ing." Rest is impossible in these hallways. The doors leading into room 18
ire. Several valuables are buried in the dirt along with a wand and a from the south, west and north are all trapped.
scroll.
15. Refuse Room. Accessible only by swimming through the scum covered pool Rest is completely impossible in all hallways leading to room 18. Resting in
from room 14 passing under the northern hallway. Water is contaminated Room 14 or 15 exposes PC's to disease.
with sease. This room is nearly knee deep in refuse. Several Note: If other parties have entered the tomb at the same time the PC's enter,
occupy this room. The magical candle missing from room 18 can be found additional conflicts may arise. =)
here along with significant amounts of treasure that he dire rats have drug
Random Encounters - 1 in 4 Chance any time resting for: (Roll 2d6)
here from other parts of the tomb.
Wraiths
16. West Hallway. The door to this hallway is a Secret door, locked and 2&12
trapped. 3-4 Zombies
17. East Hallway. See 16. 5-9 Ghostly Mourners (See Room 23): Prevent Resting
18. Central Burial Chamber. Rooms 18 through 22 are effected by a magical
10-11 Skeletons
The Tomb of the Ancients is a map created by Billy Miller III and Licensed under the Creative Commons Attribution-Share Alike 3.0 United States License.
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4) Ho hum, another large room with blood everywhere. You know, you can skip over all the
dressings because the players don't care anymore, they just want to kill more shit. Fine. But
there's a lot of blood in here and it's pooling in the middle of the room. A sign written in
English because I have no idea what demon language looks like says, "DRINK FROM THE
POOL AND BE AWESOME." Do any of the PCs actually do such an EVIL act? If so a TYPE
VI DEMON RISES AND STARTS TEARING SHIT UP! That's right, it's a fucking
BALROG(tm)! And not the pussy balrog that G and alf killed, no, this is uhhh like the one that
beat the crap out of that elf king in the Simarillion. YOU KNOW WHAT I'M TALKING
ABOUT! He is beyond badass and should totally make short work of the party. If none of the
PCs drink from the POOL OF BLOOD(!), the badass BALROG starts killing them anyway.
Oh, the PC who did drink does get to be awesome, though. Roll a d6:
For whatever reason, the balrog decided to store all his treasure in the pool of blood but no one
will get it because they all died.
5) Room. Blood. Skulls. Pentagram. Look, how did they beat the balrog? I really don't get that
because those things are tough as hell to kill. Anyway, doesn't matter oh "master" of the
dungeon. I'm beginning to think you're coddling the players, so I present to you this room that
will almost ensure their deaths. I mean character deaths, but if you think threatening the players
might help, go for it. Okay so there's a chest in the pentagram and it looks really expensive,
made of platinum or something. It's worth 25k gold alone at least. It's trapped with a poison
needle because every chest is trapped and it's a trope we need to throw in here to truly make
this THE MALELOVENT ULTIMATE DUNGEON OF DOOM! For the love of God,
please kill the fucking thief when he tries to disarm this thing. Please? When opened, there are
hmmm...five scrolls and like four miscellaneous magic items. And a sword that shoots fireballs.
You ever play Rastan? Yeah, it's a sword like that. Let's say they do 2d6 damage. OKAY AND
NOW YEENOGHU THE DEMON LORD OF GNOLLS APPEARS FROM
NOWHERE WITH TWENTY PISSED OFF GNOLLS! I swear his description says he has
gnolls with him. If you're able to fight this guy, what the fuck are gnolls going to do to you?
Moving on, YEENOGHU IS AWESOME! His flail can totally tear up the PCs. ROLL LOTS
OF d20s, MASTER, AND KILL THESE INSIPID INTERLOPERS.
Released under Creative Common Attribution by Brad
3. The Puppeteer's Right Hand - Five larger than life marionettes 6. Workshop - Many gnomes scurry about making new marionettes.
dance here. Each is made of solid wood and hardened leather, held up by They attempt to trick, trap and hinder any who enter this room. Darting
mystic strings that disappear to another plane mere inches from the from shadow to shadow is the Left Thumb appearing as a Jester. Clever,
joints. They perform and attempt to entertain any who enter the theater. skilled and deadly, this assassin will take any measure to defeat
"Pinky" - A nervous boy, small to the others at six feet tall, dressed in trespassers but prefers to allow them to pass and strike from behind.
pauper's cloths with a mouth full of surprisingly sharp teeth. "Ring" - A
beautiful princess, vain and flirtatious. She wears a dagger at her waist 7. Orchestra - A mannequin conductor leads a phantom set of
and her hair is set with many sharp pins. "Long" - The long-suffering instruments in a stately wood paneled room. The music pounds in
father of Ring, he walks with help of a mighty staff, and only wishes to assaulting waves and harmonies to drive back interlopers. Each
find his daughter a good match. "Pointer" - Wily wizard who plays the instrument continues to make noise for as long as it can, becoming more
part of a dimwitted merchant. He greatly desires Ring, but she will never hideous and painful with every tear, dent, break or desecration. The large
consent to have him. "Thumb" - The flying knight, he speaks nobly, but doors will open only at a wave of the conductor's baton. The door to the
thinks only of himself, and remains perpetually unaware that Ring pines lost cave is cleverly hidden in the wood panels.
for him. Once, the marionettes warn anyone who attempts to enter the
stage. On a second attempt, or if harm is directed at them, they will
attack. They are virtually impossible to defeat without severing the 8. The Trapped Puppeteer - Here, beyond a shield offeree, the
puppeteer acts in thrall to an incubus and succubus (wearing comedy
strings that support them, but cannot pursue down the hole.
and tragedy masks of gold). He desires freedom, but is compelled to act
to fight any interlopers. The shield of force only drops when touched
4. Comedy and Tragedy - A stage curtain, a locked portcullis. with bare skin. The puppeteer strikes out with threads of string that give
Beyond the portcullis music can be heard appropriate to the situation. him control of whatsoever they touch. The demons attempt to subdue
The faces speak "All Words, All Sport, All Life Upon the Stage". In invaders to be their new marionettes.
response to questions comedy laughs, tragedy cries. Each time the curtain
in front of the painted stone wall is moved, it releases a spirit of the
9. Crystal Pedestal - A dull glow shows the way to the sad, trapped,
theater which attacks. The portculis opens on the word "Play". soul of the puppeteer seaking release.
5. Perfect Mirror - Fragile, but practically invisible. Able even to By Brian Leet - PghArch at RPGGeek.Com
reflect magical attacks. The music begins to swell. CC BY-SA 3.0 - http://creativecommons.Org/licenses/by-sa/3.0/
■;.
1. Barracks: Many crude beds & weapons Crude stair entrance leading down.
Walls in cavern are crudely dug...
r anity J^jair lying about. Very messy. Possible wander-
ing Goblins: (stats:
by David Dodson
http:/ /groups .yahoo, com/group/
DDSciFiFantasyArt/ 2. 2 Goblins & 2 Large Wolves guard these
double doors: Goblins (see above); Wolves
http ://creati vec ommons . org/1 ic ens e s/bv- s a/3 . 0/ ( stats: ).
They carry keys, door is locked. 5. 2 goblins guarding double doors
( stats: )
.-.
Door opens dug
unfinished to
r:
wall.
"■-X symbol
( )■
#2. Black liquid w/Skull &
8. Secret Treasure Room: ( Crossbones (poison).
V
#3. Blue liquid un-marked
(potion of truthfulness , save
or tell ).
Bugbear Leader: He maybe found in the
#4. Black un-marked (save or
pain & anguish ) torture chamber, grooming himself in his
/ Q bedroom, or going over plans in meeting
#5. Large brown bottle
(submissional trance: simple room. (Bastard Sword & Ring of Protec-
orders — plodding ) tion ).Very
Si vain w/2 braids were a humans beard would
Cells: O
a. dead rotting human be. *Note: The characters should find him
b &c.corpse
empty after they have explored other areas.
d. Dead I 6. Bugbear leaders quarters: Lavish oak carved bed. 2 fine pol-
corpserotting half-dwarf ished axes hang on West wall. Dashing painting of himself on
fcT
e. 2 Ogres in a submissional I South wall. Fine full body silver mirror on swivel stand on
trance like state, drooling, |North wall. He maybe found here fawning over himself. «■■
etc.
I 7. Meeting room: Here the vain Bugbear maybe meeting with
3. Smoke filled room. Characters will eventually see that it is a Torture goblins that ran-sacked party. They are filling him with details
Chamber. Racks, etc. and many weapons abound. There is a flaming hot and he is asking them how he looks, insisting they speak com-
hearth in the SE corner. An Elf is being tortured here by at least 2 goblins. mon tongue. On table is map of ( ) showing wereabouts
10 feet The Bugbear leader may also be found in this room. The Elf has been so of Ancient Village and location of War Machine, etc. Also on
badly tortured that he has gone mad. table are blue-prints of war machine and crude directions.
%■
The Sorcerer Sulieman's Shifting Sanctuary
an adventure location by Fr. Dave ofBloodofProkopius
BACKGROUND: Some time in the past, the Sorcerer Sulieman tried to 7 Containment Room. Large cyclindrical tank made of glass and metal
create a pocket universe where he could do his vile experiments in peace.
filled with
carved into liquid — actually an angry Water Elemental. The letter 'X' is
the ceiling.
He failed. Rather, his Sanctuary randomly hopped from various locations
in various planes. Whether Sulieman abandoned his creation or he was 8 Containment Room. Large cyclindrical tank made of glass and metal
killed by a denizen of another plane, no one knows. — broken. Floor is covered in brittle red flakes. The letter A is carved into
the ceiling.
D
WANDERING MONSTERS : Every 6 turns, roll a d6. On a '1'roll on the Wan-
dering Monster Table. On a '2' roll on the Loction Shift Table 9 Guard Room. Remains of an Iron Golem. The letter T is carved into
the ceiling.
Wandering Monster Table (roll 2d6):
2 Golem (l=Amber, 2=Bone, 3=Bronze)
1 0 Elemental Water Room. Filled with a pocket of the stuff from the el-
3 Aliens seeking creatures to lay their eggs in (1 -6) emental plane of water (it is contained and will not empty out into the
4 Salamander (1 = 1 d4 Fire, 2= 1 d3 Frost
5 Gelatinous Cube (with random treasure hallway). Characters must "swim" to explore. Cumulative 1 % chance per
turn that character will be transported to the elemental plane
6 Insect Swarm
of water. The letter H' is carved into the wall near the south
7 Fish People (3d4 mounted on giant eels door. 10,000gp worth of jewelry is in a compartment hidden
in the floor.
somehow "swimming" throu
8 Dimensional Spider (1 d4)
1 Elemental Fire Room. Filled with a pocket of the stuff
9 Elemental (1 =fire, 2=water, 3= air, 4 =earth
from the elemental plane of fire (it is contained and
10 Shadow (ld6)
will not empty out into the hallway). Unless
11 Metal Eater (ld4)
characters are magically protected, they
12 Demon
will take fire damage upon entering
Location Shift Table (1 d6) room. Cumulative 1 % chance per
1 Original Location
turn that character will be trans-
2 Opposite Side of the ported to the elemental plane of
Party's Known World fire. The letter E' is carved into
3 Opposite Side of World the wall near the north door.
(i.e. Orient)
100,000gp is in a compartment
4 Deep Underground lidden in the floor.
5 Another Prime Material
Plane 12 Labratory. Id6 random po-
tions. The letter D is carved into
6 Astral/Ethereal Plane
the wall near the west door.
Key
1 Entrance/Guard Room. Shattered 1 3 Kitchen. The letter 'R is carved inside
the door of the stove (driven by a trapped
remains of a Stone Golem. The letter Fire Elemental).
T is carved into the wall next to the
4 Spa. This room is filled with steam and visibility is <5 ft. If the word is carved the letter N.' There is also a covered mirror, through which a
Medusa will gaze if uncovered. The mirror loses this ability if removed.
"tetrakishexahedron" is said within 5 rounds upon entering the room, 6 1 8 Guard Room. Floor covered in clay dust. The letter A is carved into the
Living Statues will provide service to all in the room. Otherwise, they at-
floor (covered by the dust).
tack. The letter 'S' is carved into the southwest wall.
5 Specimen Room. Shelves full of animal and body parts in various forms 19 Summoning Room. If the word 'tetrakishexahedron' is said backwards,
a secret compartment in the floor will open. Inside is a Staff of the Magi,
for experimentation. Some shelves have been ransacked. The letter 'H' is which powers the shifting abilities of the Sanctuary. If removed, the spell
carved into the floor.
is broken and the Sanctuary comes to a permanent rest whereever it cur-
6 Containment Room. Large cyclindrical tank made of glass and metal
rently is(see Location Shift Table).
— broken. Floor is sticky. The letter 'E' is carved into the ceiling.
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SWcirtip ClldOS - a One Page Dungeon by Dennis Filipiak
Background:
For short time the inhabitants of the village
Stonebridge are blackmailed by goblins from the
near situated swamp for cattle and food. The
goblins under her headman Ru'kuush have
kidnapped a few villagers some days ago and
arrested them in the swamps.
The shelter:
Long ago, the shelter was built as a last rescue in
times of war. Today, the old site in a big rock in the
swamps is only known to few. The original entry is
found in area 5, also there is a secret passage (4),
leading to an old and ruined shrine of the gods of
light. A crack in the rock and a bit of goblin work
have made a new entry in area 2.
Swamp. By night (20%) and day (10%) there might be some goblins on patrol. In case of an attack, there is a 15%
chance for the goblins in (2) and (5) to notice it and come for aid.
On an opening in the swamps stand two crude tents made of animal skin. In or in front of each tent are 1d4 goblins,
guarding the entry to the shelter.
3.
Here is a dryad's soultree. In general, the dryad is not interested in other creatures. But, if noticed at all, she could
be convinced to help the PC againt the "evil" and "dead" things. In that case, she hands a healing potion over to the
PC, which was lost some time ago by an adventurer, who found his fate in the swamps.
4.
5.
A good god's age old and rotten shrine. Here are 1d4 goblins, guarding the entryway.
The shelter's main entry. A gatter for the goblin's riding wolves, two tents. Ru'kuush and his personal guard are here
6.
to be found. It might be, that Ru'kuush makes an unstable pact with the pc, if they want to storm the shelter.
The shelter's entryroom. A headless statue of a god. 3d4 skeletons, attacking at sight.
7.
A sleeping room. Full of dirt, trash and skins. The tribe's possesions can be found here, too. The goblins had to
leave them behind as they left the shelter.
An empty room, 1d4 skeletons.
9. A sleeping room. Some corpses of men and goblins, among them 1 d6 silvercoins. There is a 1 5% chance for a
corpse to rise as a zombie.
10. A sleeping room. Zombies guard the hole in the destroyed wall leading to the swamps.
11. Two wooden doors, installed by the goblins make this room a prison. Corpses according to (9). Lethos was
imprisoned here, before he could free himself.
12. The old chapel. Lethos can be found here with 1d10 skeletons and 2d4 zombies. Religious reliefs are destroyed or
full of blood. At the northern wall, an altar hid the secret passageway out of the shelter, but there are only some
rotten woods left of it. Lethos is very interested in a deal, if the PC help him to get out of the shelter. The undead
bow to Lethos will, but he is not sure about the reasons. He is totally scared by them, but sees them as his only
chance to get out or at least to hold the goblins back. The days surrounded by the dead drove him into madness.
The PC might find him in a "good moment", able to speak more or less sane, but that can change with every minute.
If Lethos rejects the dark powers, the undead attack him and all living beings immediately without mercy.
Furthermore, Lethos is scared by Ru'kuush and his wrath and in fact should be, for the goblin chief wants nothing
more than the priest's head on a pike.
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^Ke Battle for Cathedral Grove
At the base of Mount Arrowsmitb underneath the canopy of the otherworldly forests in Cathedral Grove a battle (of territory between mythi-
cal beasts is taking shape and it must be stopped before it spills over into the unaware modern world. . .
The werewolf population on Northern Vancouver Island has seen a recent rapid growth and a renagade pack has started encroaching into the
lands of a clan of centaurs that live in MacMillan Provincial Park and protect the ancient stand of Douglas-fir in Cathedral Grove.
The 'Coastal Rangers' are one of the many teams employed by a premier Monster Hunting organization and the leading Canadian detachment.
The 'Coastal Rangers' official cover story is that they are a privately owned and operated Incident Response/Search and Rescue CSAR) Team.
The PCs are the 'Rangers' newest recruits and they have been tasked with taking care oftbe renegade pack. This is their first mission - make sure
they don't forget the silver bullets...
1 ) The renegade werewolf pack is made up of 2 werewolves, 5 fledgling werewolves, and 3 wolfweres. They are waiting for the next full moon to
take advantage of the fledgling werewolves transformation before they make their main attack. The pack is camping out on a hill overlooking the
highway near a small lake and the wolfweres are being sent out as scouts every night prior to the full moon.
2) The centaur clan is made up of mostly peaceful noncombatants but they do have a troop of warriors (5 to 1 0, dependent on the number of PC's
playing) that will be armed with medieval weapons (swords, bows and axes) and 1 or 2 other centaurs with arcane and/or divine abilities that will
assist the Team. The clans main settlement is located a short distance from Highway but is normally hidden during the day by magical means.
3) This is the main parking area for MacMillan Provincial Park with lots on both sides of the Pacific Rim Highway and will be the Teams easiest
access point to Cathedral Grove. During the day the Highway is well traveled and the park trails are busy with tourists. The park trails do not go
near the centaurs settlement.
Some notes:
• The centaur clan sent out the call for help via 'offical' channels
• Werewolves can change shape voluntarily and retain their human intelligence.
• Fledgling werewolves transform involuntarily on nights when the moon is full becoming pure beasts and retain no human intelligence.
• Wolfweres are born from the union of a Werewolf and a wolf. They have a slightly higher level of intelligence and the ability to shapeshift from
wolf to a hybrid form.
The Battle for Cathedral Grove | A one Page Dungeon | by Donald Peterson | [email protected]
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Castle of Otranto - based on The Castle ofOtranto by Horace Walpole
Adapted by Doyle Wayne Ramos-Tavener, Map by Sandra Tavener
Random Weirdness Table (1d12)
rui[-u"Lr«~| fy-u-tfmr) visibility.
1 - Damp fog pours into area, reducing
2-moans or screams
3-creaking doors or settling walls
4-voices whispering
5-Slamming doors
6-shouts or sounds of combat
etc.).
8 - Part of structure falls away (wall or floor),
revealing an awful thing (body, corruption,
Location Key
1. Moat: This moat (20' wide) is filled with slime, and inhabited dangerous giant slugs.
2. Wall: This 40' high wall is manned by five of Manfred's loyal men-at-arms at all times.
3. Statue of Otranto: This imposing 60' high statue of a seated, helmeted warrior bearing a sword is currently being repaired, as the
helmet fell off before a recent wedding celebration and crushed Conrad to death. The building that the statue 'sits' on is the entry hall for
the main keep, guarded by five of Manfred's loyal men-at-arms. The statue is hollow; it is accessed through various secret doors in the
keep and dungeons. Somewhere within it are the documents, seal and signet rings that prove that Theodore is the rightful lord.
4. Main Keep: This keep is 40' high, by 60' long, by 30' wide. It has two levels, with rooms a uniform 12' high. It is riddled with secret
passages, and decorated with expensive furnishings, mirrors and portraits, suits of armor and weapons.
5. North Tower: The personal quarters of Lord Manfred, who is constantly guarded by five of Manfred's loyal men-at-arms. There are four
levels, each 12' high and 30' in diameter. On the bottom level are the men-at-arms' quarters, where the fifteen off-duty men-at-arms stay.
The other three are used as an office, bedroom, and trapped treasure store respectively. Manfred's treasure includes 8,000 gp worth of
assorted coins and gems, and an enchanted shield.
6. South Tower: This tower houses the women's quarters, where weaving, cooking and other domestic chores are performed. There are
four levels, each 12' high and 30' in diameter. The first level contains the kitchens, while the second and third levels are work/sleeping
areas. The top floor houses the boudoir of Hippolita, Matilda, and currently, Isabella.
7. Dungeons of Otranto: A series of dismal cells, threaded by labyrinthine passages, where those who have displeased Lord Manfred
are given 'hospitality'. The young Torturer, Sevras, may be persuaded to give mercy if swayed by evidence of usurpation by Manfred, or
rank injustice by the same. Otherwise, he sadly does his duty in the 'reception' chamber.
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7. 4 Stirges in crude floor to ceiling fence system tied with leather
thongs.
8. Frightened Kobold war party of 9. They want to leave the cavern.
Some argue they should "head back to help their trapped brother".
Treasure: 300 SP, 30 GP.
9. Floor declines, dripping water from the ceiling has created several
large stalactites. Pools of cold fresh water are scattered on the floor. 4
Giant Centipedes scuttle in the dark corners.
10. A rock rolls out from a hidden location, and the characters must
save versus petrify or suffer 2d6 damage.
11. Camouflaged pit trap 10' deep.
12. Ore war party of 6 moving noisily deeper into cavern.
13. Large, mostly dry cavern. Smoldering campfire surrounded by
small dirty bedrolls. Poison dart on entrance (ld4 hp) save vs. poison or
die.
14. 3 Human zombies shamble about a large cavern with several inches
of standing murky water. Three half-eaten Ores, two decayed human
corpses, and 4 freshly eaten Kobolds litter the floor. Treasure: 700 SP,
4 Gems (on well-dressed female) amongst the Ores and Kobolds.
15. Ore families (2 children, 1 adolescent female, 2 middle-aged wives,
1 old grandmother). They are frightened because of a recent zombie
attack in which they say their matron leader was killed. Treasure: 700
1. Powerful odor of burning flesh. Coins and a leather purse lay SP, 4 Jewelry (silver and gold necklaces and earrings).
scattered about an otherwise empty cavern entrance. Treasure: 700 SP, 16. Disorganized and frantic Kobold war party of 10 huddling in small
20 GP. group. If party makes successful listen check, they hear the Kobolds
2. Powerful odor of burning flesh. Signs of scuffle including blood arguing to leave the caverns. 800 SP.
3. Powerful odor of burning flesh. Two dead Ores are scattered on the 17. Powerful odor of rotting meat. 8 Fire Beetles are feeding on several
cave floor. One is badly burnt and still smoldering. The other has no carcasses of various humanoids. 500 SP, 20 GP can be found in and
marks on body. Both Ores have short swords and leather armor and 35 around the various rags that were once clothes amongst the corpses.
SP between the two of them. 18. A single, battered chest sits in a far corner armed with a poison
4. Powerful odor of burning flesh. A bearded human in black robes lies needle trap, save versus poison or die. It is empty.
in a pool of warm blood. He has a recent slashing wound to his neck
and body. Concealed in his robes are a silver dagger, spell book, and
green potion (Gaseous Form). Shifting light and scuttling noises
emanates from cavern room 5.
5. Powerful odor of rotting meat. 8 Fire Beetles in crude floor to ceiling
fence system tied with leather thongs.
Written by Dylan Hartwell at www.digitalorc .blogspot.com and released under the Creative Common
6. Empty. Players may hear rustling sounds from cavern 7. License
QllXCT
i to the vPorm'
Un a mid-level adventure location by Dyson Logos of A Character For Every Game
In ages long past, a great worm erupted from the mountain face in a dire frenzy, only
to be struck to stone almost immediately by it's poor choice of meals - a young cocka-
trice. The local dwarves celebrated the demise of both the cockatrice and the worm
and expanded the intestines of the worm into a homestead for the small dwarven
clan in question.
But even that was ages ago and the worm fortress has been forgotten
far from any useful veins of ore or trade caravans. Now adventurers
are drawn here in search of the Heart of Dur, a magical ruby that is
said to have been swallowed by a great wyrm. Only recently has a sage
determined that this may actually be a reference to it being protected
within the gullet of the petrified worm.
1. The Mountain Face - a score of rock baboons have set up their nest around the
worm's mouth on the cliff face and the ground leading up to the mouth, although
there are many more living in the area. They fight to protect their territory and
grudgingly allow the apes in area 2 access in and out. They will continue to pes-
ter adventurers throughout their explorations, with scouting groups entering the
worm's gullet after them (via the wandering monsters).
2. The Maw - 5 white apes live here and venture forth at night for food.
3. The Twist - a smooth wall with a door has been carved here where the worm's
body twists downward into the mountain face. Mosaics on this landing are colour-
ful and garish and magically confuse viewers, making those who fail their save to
travel back towards the entrance instead of deeper into the worm.
4. Statuary - 2 rock living statues stand guard over the mangled and burned bodies
of a pair of white apes. They will not attack the umber dwarf not his acolytes. The
room to the south has a secret trap door to the tail of the worm. This door is not locked currently, but can be locked simply by
opening and closing it again. Paintings on the walls indicate that this was once a bedroom for young dwarves.
5. Fungus - this moist room has been completely given over to fungal growth. 4 shriekers and a gray ooze are here along with
the other harmless mushrooms and slime molds. Buried in the slime is a small coffer containing 4,000 ep protected by a poison
needle trap.
6. Chamber of the Acolytes - once a small dwarven forge complete with hammer and anvil, now home to 4 dwarven acolyte
shadows of the umber dwarf. If the anvil is struck by a hammer, it rings out a pure note and grants the hammer an additional
+1 bonus to hit and damage beyond any bonuses the hammer may currently have. This effect lasts for 1 hour.
7. The Umber Hall - The Umber Dwarf (an insane dwarf now made mostly of stone) resides here along with four captive white
apes. Treat the umber dwarf as a rock living statue with a faster movement rate and more intelligence. If he can, he'll try to
escape deeper into the bowels of the worm and then use the secret door into area 4 (locking it behind him) in order to escape.
Regardless, he won't help the adventurers to recover the heart in area X. The stone door to the stairs to areas 9 - 11 is locked
and jammed. Treat the unlocking mechanism as a secret door for detection purposes.
8. Retreat - once a chapel to a dwarven god, this room is used by the umber dwarf in prayer and contemplation. Among the imple-
ments ofworship is a scroll of bless, resist fire, cure disease and cure serious wounds. Anyone defiling this space (and any elves or
ores entering it) must make a saving throw or be cursed - reducing their prime requisite by half until the curse is removed.
9. Alcoves - each of the four alcoves in this hall (three of which contain doors) contains a glowing orange mist. Living things enter-
ing this mist must make a saving throw. A successful save increases Constitution by 2 for an hour, while a failed save reduces
it by 2 for the same duration.
10. Statuary Redux - 3 rock living statues (in the form of dwarves) are arranged in a triangle in this room, around a large glow-
ing ruby. The massive 1,000 gp ruby is incredibly hot via some unknown magic, dealing ld6+l damage per round to anyone
touching it, although that is its only power.
11. The Heart of the Worm - a single pedestal in the middle of the room holds the Heart of Dur. The pedestal is actually an earth
elemental bound to protect the ruby who will fight to the death to keep it here in the deepest part of the worm's gullet.
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Hall of the Kobold King
By Emil Larsson
Keeping track: A simple means for the referee to keep track of the party when the chambers shift is to mark their location(s) on the next map
in the sequence. For instance, if the adventurers are in room 1 on map A and cause the rooms to shift, mark their location in room 1 on map B.
Whenever a sarcophagus is opened cross out the corresponding room number on all of the remaining maps as the sarcophagus in that room can no
longer trigger a shift until the whole dungeon resets.
Map Key:
1. This is the first chamber at the foot of the stairs. The sarcophagus 5. This chamber and its sarcophagus hold nothing but cobwebs.
here is empty. Numerous footprints crisscross the dusty floor.
6 . A handful of ambulatory undead stand in this chamber, ready to attack
2. The floor here is littered with bones and other refuse. An undead adventurers on sight. The sarcophagus here contains only rags.
thing lies in wait for foolhardy adventurers to open its sarcophagus.
7. This is the burial chamber of Fitchernon the Cunning. The air is stale as
As with all the denizens of the crypt, the referee should select an
this is the least visited of the eight chambers. There are no footprints
undead monster that presents an adequate challenge for the party. in the thick dust, no litter of bones. Prying open the sarcophagus one
3. A few old, dry bones are scattered about the floor. As with room 2 an finds an undisturbed skeleton in faded robes, clutching a delicate
undead thing lies in wait in the sarcophagus. However, this creature
egg decorated with tiny jewels and filigree. Fitchernon's Egg radiates
will not wait for adventurers to open the lid but will spring out and powerful magic. When one holds it in their hand they are impervi-
attack immediately, triggering a shift of rooms. ous to all forms of fire, even that of the lower planes.
4. The sarcophagus in this chamber contains a booby trapped skeleton. 8. This center chamber noticeably does not move when the others shift.
Even the slightest jostle causes a release of deadly poison gas. The sarcophagus here is empty.
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E\
Stirges (6) drop and attack. The boglings consider the bug-like stirges a delicacy and catch them with their tongues. Boglings can pass unhindered.
Formerly a guardroom, this room is littered with rubbish.
A rubbish pile in the middle of the room contains Giant Rats (5).
Boglings (6) consuming cooked children and rolling bones. One boy Kelgax, is bound and gagged in the corner of the room. A strong lad of 17, he
will serve as a hireling if freed. 'Note: The boglings know the pit locations and can leap over the 1 0 foot concealed pits without difficulty. They carry
silver jewelry for a total of 2-20 sp each. All boglings attack at +1 when they leap into (or during) combat.
The boglings started sculpting a statue of the snake-like Water Weird (#12) here to place on the dias in Room 6 when complete.
A former statue of Solis, God of Light, now rests in a pile of rubble. The dias has obviously been cleaned and prepared for some purpose.
With the exception of a small spit and fire-pit - and the remains of small humanoid children - this room is empty.
On a large dias, a chipped and defaced statue of Solis stands with staff in left hand and gauntleted right hand upraised to the sky.
This room has a trap set by the boglings. The back (south) floor of this room is littered coins (5pp, 15gp, 48sp). However, a trip-rope at the door
triggers a deadfall of rock debris in a net from above. The first PC to enter has a small chance to see the rope, unless obviously looking for traps.
The wooden door to this room has a hole in it. Stirges (5) created a nest in the secret room. They enter and exit through a crack in the secret door
10. at the ceiling. If the party searches the room or opens the secret door the stirges attack. Their nest contains small shiny baubles as well as two scroll
cases: 1 clerical with 2 cure light wounds spells, and 1 arcane with magic missile, shield, and feather fall.
HI This room has the rotten remains of a bed, fire-pit, and small humanoid bones broken with the marrow sucked out.
This room has 4 large pillars and a pool of stinking fetid water. Skulls of children and boglings, and many coins and coin bags (offerings), litter the
12. floor (total of 60pp, 85gp, 1 05sp, and a Dagger +1 ). Here the party finds the adopted god of the boglings. Their god is a monstrous Water Weird.
Bogling Zombies (3) rise slowly out of the water 2 rds into combat and attack. In the pool is a suit of studded leather +1, a potion of heroism.
13.
Murals, heavily worn and defaced, depict Solis calling on holy power to turn undead. * Close inspection reveals gauntleted right hand emitting light.
14. A tripwire attached to a rusted heavy crossbow rests across the entrance from the NW. There is a chance that the rusted crossbow will not fire.
Under a loose stone, only found on a successful search, is a small Scarab of Protection in a brown leather pouch.
15. This room is empty, although if carefully searched will reveal tracks in the direction of Room 16
16. A moldy, rotted, blood-stained curtain barely hangs from the ceiling. Old tracks lead to Room 19.
17. An old, defaced mural depicting the faith of Solis adorns the walls. The secret door is represented in the mural as Death's Door, and Solis beckons
his followers, lined in procession, towards the glorious doorway to the Afterlife.
The trap in this room is a triple scything blade (from the west and east simultaneously, followed immediately by third from the south). This is
18. activated by a pressure plate immediately in front of the altar. The object is the Harness of Solis, a clerical magic item given to his followers. The
harness is a gauntlet that increases a cleric's turn undead ability (subject to DM). In addition, any undead turned by the wearer will also take 1d6
DMG from the holy power of the harness. The latter power is only available if the wearer is a cleric of Solis.
19.
Formerly a guardroom, this room is now used as a latrine (If the DM doesn't want a 2 level simply remove the stairs).
20. Old moldy books lay strewn across the floor. Searching reveals the Codex of Solis, a book that outlines a new 1 level cleric spell.
21. There are Boglings (7) here resting and cleaning their weapons and non-combatant females (3) here. 2-20sp each in jewelry. Females have 3-
30gp in gold jewelry. Blub-Gup, the Chief, is among the warriors. He is stronger and better skilled. He possesses a spear and a shield +1 .
22. Skeletons (6) rise from the floor and attack!
23. This room is empty with the exception of a fire-pit. The bones of human children litter the floor. A small wooden toy can be found.
24. Boglings (8) are searching this room. The boglings are engrossed, check surprise.
25. The boglings believe this room to be a dead end and so there are very few tracks in this room and none on the southern end of the room.
This crypt has remained undisturbed since the time of the Solis clerics. Each alcove contains the remains of an acolyte. All have decayed (formerly
26. white) robes, beads, circlets 50gpx5, bracers 50ppx5, rusted armour, shields, and quarterstaffs. Alcove D contains the remains of a High Priest and
includes a book The Holy Word of Solis that contains everything a player would need to reconstitute the faith (value: 2500gp); Staff of Light +1 (Light
as per spell 1 time per day). Underneath these remains are Giant Centipedes (5)
Tracks lead to the center of the dias in this dusty room and then exit the way they came in. The dias is identical to the one found in room 8. The first
27. player to stand on the dias in the pose of the statue in Room 8 will receive the grace of Solis. A cleric will have his/her wisdom increased by one. Any
other character will have one randomly determined ability score increased by one. This happens only once.
Abandoned Prison for the Mystically Insane - By Greg "Shinobicow" Schuster - The Dump Stat - One Page Dungeon Contest 2011 - 3/29/2011
n
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F ■ rom the surface, this area looks nothing like nothing more than a small hilltop, raised slightly from the surrounding area. On the North side of
this hill however, a small cave leads into a cave complex which holds a deep, dark secret - this site was once used to house witches and wizards
who had gone mad with their magical powers and committed terrible crimes against humanity. The lower levels, incased entirely in Iron, prevent
almost any attempt at escape. Some have come close, but failed to actually reach the light of day; now the prison and caverns are long abandoned
by the wardens who formerly guarded over them. The condemned have gone long insane, often driven into undeath with their madness.
Upper Level Random Encounters ldlO (G-l through G-6) Prison/Basement/Caverns Level Random Encounters ld!2
•l- None *6- (Med) Rival NPC Part *1- None *7 - (Med) ld4 Summoned Imps
*2 - (Easy) ld4 Kobold Squatters *7- (Med) Ex-Wardens *2 - (Easy) ld4 Zombies *8 - (Med) ld4 Wraiths
*3-(Med) Band of Ores *8-(Med)ld6Fireants *3 - (Easy) ld6 Insane Mages *9 - (Med) ld6 Mad Ghosts
*4 - (Med) Sleeping Owlbear *9-(Hard) Owlbear Den *4 - (Med) ld8 Zombies *10 - (Hard) 2d4 Summoned Demons
*5 - (Med) Giant Rat Infestation *10 - (Hard) Young Dragon *5 - (Med) 1 Starving Vampire*ll - (Hard) Ravenous Zombie Swarm
*6 - (Med) ld3 Ghouls *12 - (Very Hard) 1 Powerful Lich
Map Key- 1 Square = 5 Feet
Ground Level - Natural Caverns, stink of mold and secrets...
G-l: Cave Entrance Chamber - The Entrance to this cave comes from the
Northeast. This section of the cave is more likely to have plant life in it
than other sections due to its proximity to the fresh air. It stinks less.
G-2, G-4: Open Caves - Naturally formed caves with no discernable
purpose. (20% chance of finding some random junk).
G-3, G-5: Guard Rest Chambers - Naturally formed caves which were
used to house the Prison Guards. Some of their supplies may remain
here. One room may contain instructions for raising the shaft.
G-6: Prison Entrance Chamber - This chamber has a vaulted ceiling. 20
foot deep pool near the chamber's center. At the bottom of the pool, a
Metal Door bars the entrance to the shaft into the prison and can be
raised with the proper know-how. (30% chance of collapse after use).
Basement Level - Enter the Condemned
B-l: Shaft Exit - This perfectly square room opens above to a long iron
shaft with a crank operated lift that exits into the center of the Pool in
room G-6. The Shaft also has a poor quality ladder which can be
climbed. The Shaft is about 50 feet in length.
B-2: Chamber of Inspection - The iron doors which lead from B-l enter
into the room where Guards would inspect prisoners and visitors to the
Insanitarium.
B-3: Prison Entrance/Hall of Damnation - At the South end of the
room, an Iron door in the floor leads to a steeply sloping path encased
in Iron, leading into the prison at the Northeast Point on P-l. This
chamber also features a massive Steel Desk on its east side. Chains are
connected to the floor in front of the desk.
Prison Level - Encased in Iron, there is no escape
P-l: Containment Hall -This large, hexagonal chamber, leads off to five
large prison cells of varying size. Each of these Holding Cells is guarded
by a large iron door.
P-2,3,5,6,7: Holding Cells - Walls are covered in the carvings of mad
wizards, stink of rotting flesh and gloom-stricken souls. Some walls are
decayed leading into dug-out passages, attempts to dig to freedom.
P-4: Failed Dig Site - The River in this room leads to areas unknown.
This chamber was a potential dig operation to escape the prison, but
none of the passages were completed.
P-9: Ritual Site -The walls are writ with demonic glyphs, a last ditch
effort to divine a way out of the tomb.
P-8: Successful Dig Site -This cavern is blocked off by secret doors, but
features a diseased pool, an underground river to nowhere and a tunnel
which connects to the caverns above, an area closer to the surface.
Caverns Level -The Closest Any Have Come to Freedom
C-3: Escapee Camp - This area is notable for the remains of a dig
operation bound for safety, but is ruined with corpses of mad wizards.
C-2: The Staging Ground - Two tunnels lead into this cavern littered
with stone make-shift digging tools.
C-l: Dig to Freedom - A long passage leads from here to the surface but
dead-ends where inmates have been caught in a tunnel collapse. The
pool of water in the room is tainted with disease.
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The Switch
What neither the PCs or the goblins know is
that some of the original cultists have
returned, and are attempting to summon an
avatar of the God of Vengeance into this
world.
Wandering Monsters
Level 1 — 1 in 4 chance every 10 minutes
1. 2 goblins, with short-swords
2. 1d6 spider rats
3. 1d8 meat slugs
4. 1 minor Aberration
Level 2 — 1 in 8 chance every 10 minutes
1. 3 cultists, with minor spells
2. 2d6 spider rats
3. 1d4 minor Aberrations
4. 1d6 swamp crawlers
Treasures
The Obsidian God-Mace in Room 7 gives any
character a 100% chance to hit a deity. The Scrolls
of Banishment in Room 12 will banish the God, if
they are used before the ceremony is complete. The
Void Pendant worn by the Goblin Lord in Room 8
will act as a temporary prison for the God until they
can find another means of dealing with it.
Room Key
1 . The Main Entrance: Two torches light this hallway. There will be two goblins on guard outside, with a 50% chance of being asleep or distracted. Level
with both doors is a hidden tripwire which will alert the goblins in Room 3.
2. Barracks: There is cramped bedding for 10 goblins here. 4 goblins will be sleeping. These goblins will each have a short-sword and 1d6 gold pieces
each. The secret door opposite the entrance leads into a narrow fissure which comes out near the top of the hill.
3. Barracks: There is cramped bedding for 8 goblins here. 3 goblins will be relaxing here, gambling or fighting. One — the lieutenant — has a mace and the
key to the small prison off this room. The others have short-swords and 1d6 gold pieces. In the prison, four goblins from an opposing tribe are being kept.
4. Main Temple: 5 goblins are resting here. 2 are playing with daggers on the central table. The others are rooting through the chests, jars, scrolls and rags
on the shelves. They are all armed with short-swords. They automatically loose initiative unless alerted. Unless they are defeated quickly, they will raise the
alarm and summon the goblins in Room 8. There is a 50% chance each combat round that a goblin will flee into Room 6 and unchain the ogre. A full round
of searching the shelves will reveal 20 gold pieces in coins, 1 spell scroll, 3 valuable sacrificial daggers, and some scrolls of historical value. All the curtains
here have bells on the hems, which will alert the goblins
5. Back Corridor: This corridor is unlit. The goblins don't know about either of the secret doors, or Rooms 11-15. Acultist armed with a ceremonial dagger
and a minor spell guards the stairs, while a minor Aberration prowls the upper corridor.
6. Altar Room: An ogre has been chained to the altar here, armed with a club. It will be sleeping behind the altar when the PCs arrive, so they won't notice
it unless being especially observant.
7. Altar Room: A skeleton has been chained to the altar. When a player steps on the dais around the altar, the four braziers will ignite. Four illusory fire
elementals will attack any PC who touches the altar, but can do no damage. In a secret compartment beneath the altar is the Obsidian God-Mace. The
tapestries depict the God of Vengeance in various poses.
8. Altar/Throne Room: The Goblin Lord is sitting on the altar, which has been converted into a throne for him. 8 goblins wait in attendance on the benches,
while he prepares to interrogate/eat/rape the princess. He is armed with a bastard sword and a silver dagger; he also wears the Void Pendant. The other
goblins wield short-swords. There is a chest in one corner containing 500 gold pieces, 20 valuable gems, and assorted gold plates and cups. If at any time
blood touches this altar, the whole temple will begin to shake, causing characters to lose balance.
9. Shrine: A statue to the God of Vengeance stands here, desecrated by the goblins. It has ruby eyes.
10. Secret Store: The secret door is trapped. Inside is a trapped chest (it sprays acid) which contains a Wand of Fear (4 charges) and 50 gold pieces.
11. Fountain Room: The water in the fountain is cold and pure, but deep and hard to see through. A minor Aberration lurks in the depths, and will attack
anything that touches the surface of the water. Each of the small rooms off this contain statues of different aspects of the God of Vengeance.
12. Ruined Room: The hole in the room caused by the falling rubble leads down to a deep pool. PCs must save or lose their balance. At the bottom of the
pool is a water-tight chest containing 3 Scrolls of Banishment. Opening the chest will release a burst of gas, which will make anyone caught in it violently ill.
4 swamp crawlers lurk in the pool, and will attack.
13. Antechamber: 2 cultists and 3 minor Aberrations stand on guard here. The cultists have minor spells prepared. They will not try to call the cultists in
Room 15 unless they are being badly beaten. Their pendants are very valuable.
14. Oubliette: 3 Spell-Runes of binding have been carved into the floor; two are glowing actinic blue. An old man in rags rests within one, and an identical
man rests within another. They will both speak of an ancient evil in the temple — one will warn the PCs away, the other will urge them to fight it. The former
will eventually morph into a minor Aberration and attack. In the pit of bones in the centre of the room are 100 gold pieces.
15. Deep Temple: 6 cultists are busy performing the rite to summon the God, while 4 more stand on guard. If the rite is finished, the cultists will retreat
while the God attacks; it is very powerful, and will likely overwhelm the PCs. The pendants worn by the cultists are jewelled and very valuable. The cultists
not performing the rite each have a coin purse with 50 gold pieces.
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^^ ^^ ^"» • ^^ ^^ •• ^^ ^^ M ^^ •• ^ «i^ ^V «■» ^ • ^B ^^ «■
• • 4» 8 ^«» • ^»» • • ^«» • • • • • ^^ • ^M» • • ^»» • • ^»» • ^»« • • ^
by J. E. Geoffrey
When the inhabitants of the continent Atlantis saw the end coming they created a giant ark out of the smaller of Earths two moons. They went away and never looked back, trying
to find a new place to live, never noticing that the removal of the second moon averted the disaster 15.DDD years later their ark is still slowly making its way through space, the
inhabitants having long forgotten the purpose of their world and their own history. They are content to live, strife and die in their own small universe, creating civilizations and
destroying themselves in an endless circle.
1. Old Spaceport: rotting old sublight ships used to colonize worlds along the arkas path, only
tribes of Vacuum Scavengers live here, prospecting the airless surroundings just outside the
entry with crude selfmade spacesuits
2. The Darklands: without the skylights of the living areas these areas are now iruled by
albino apes and a species of fungoids living in small principalities and chieftains
3. Skyraiders of the Dark: this small kingdom belongs to a reclusive folk riding bats out into
the lands of light only for cattle- and slaveraids
4 The Lowlands: partially radioactive from a reactor leak under it, only outcasts from the
highlands and mutants live here
5. The Highland Plains of Udd fertile land, inhabited by human iron age societies in a
plethora of small principalities and domain
G. The City of Atl'sun: chief human population center in the highlands, center of scholarship,
arts and political intrigue, the inhabitants claim to have created the skylights in the past
7 The Monolith: a mysterious monolith in the middle of the grasslands (outsiders might
8. The Guardian Mountains: sparsely inhabited, dragons are said to live here, saber-tooth
tigers and savage cavemen certainly do
9. The Jungle of Claws: dragons do live here! Also a few human, halfhuman, and
nonhuman tribes. Ruins of old, advanced civilizations can be found under the trees, some of
the sites still inhabited by the mechanoid servants of the Did Ones, and by weird cults
worshipping them in obscene rituals
ID. Pyramid of Plenty: ruled over by the giant godking Teshk, this giant arcology houses the
majority of humans in the ark. Claiming to protect them from the outside their god demands
frequent sacrifices to satisfy his hunger for human flesh
11. Tower of the Mage: a society of scholars under the rulership of The Mage are studying the
lore of the past to gain some of their glory, reclusive, but not even the godking dares to come
here
12. The Twilight Lands: due to multiple hot atomic wars fought in the area the skylights in
this part of the ship are partially broken, people here have developed various biological or
technical means of surviving in constant twilight
13. Grasslands of the Technomads: ruins of old cities strewn across the place scavengers
roam this area on ancient, barely working vehicles,and sometimes riding on the huge
ratbeasts of the planes
14. Desert of Glass: this place was bombed so hard during the wars that parts of the ground
is molten into glass, even in the twilight this place becomes an oven during the day, at night
vicious glasstorms can shred any living being to pieces
15. Serpent City: this place is the furthest from civilization as one can get. Its a vile hive of
wretched villainesand a favorite destination to exile the unliked of any society to. If the journey
there doesn't kill them, the locals might
IB. The Radiant City: in the middle of the desert and surrounded by radioactive wastelands
this city seems to be an Utopia compared to the rest of this world, a place of technological
/ Hex -- ca. ID'0Miles /160km wonders and advanced civilization. Nobody outside of the city believes it to be more than a
legend. The elite here is aloof and the workers in the sterile undercity are scheming against them
17. The Techdomes: Two domes responsible for the working of the ark, a last memory of the ancient builders, serviced by ancient, crumbling robots
Created by J E. Geoffrey for the Dne Page Dungeon Contest 2011, published under a cebu-sa license
Treasure of Piltarch The players find themselves in possession of a key
by James D. Jarvis meant for the tunnels of piltarch. Can they discover
A One Page Dungeon published under the
Creative Common Attribution-Share Alike 3.0 license
the secret of the key and The Treasure of Piltarch?
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A. Pit Trap, This pit trap will drop vicitms 20' onto a bed of
spikes and automatically reseal.
There is a lever in room B to seal and open the pit.
B. The Guardians, 8 Heavily Armed and Armored Garks.
They will station a member at the staircase door to fetch
help if combat lasts 3 rounds.
In a niche in the NE corner one will find a sack with 150 gp
C. The Blind Mystic, An ancient blind albino mystic is
locked in this chamber. He will issue augauries to all
who ask if he has a favorable reaction.
Extra Silk Robes, gold chain (worn), crytal ball (non-magical)
D. Chamber of Slime, This room is sealed with a door of brass.
There is a large green slime occupying this chamber.
E. Treasure Chamber, An elaborate ancient treasure chamber
guarded by 5 mummies armed with bronze axes
(actually Zombies in disguise). There are remains of 5 destroyed
"mummies" in the chamber.
3 empty and open treasure chests.
4 sealed treasure chests: 500 g.p., Jade Asp, Crumbled Scrolls,
3 potions: 2 Healing, 1 Turned to Posion
Random Encounters
1 in 6 every 2 turns
1 . 2 to 5 Garks ?*
2. 2-8 Skeletons
3. 1-10 Mole Rats
4. 1-4 Winged Gremlins
5. Green Slime
6. WarWheel Automaton
Winding corridor continues for 700 to 1200 feet until dead end
unless DM expands dungeon. Don't forget random encounter checks.
Tne HocRL&nDS Bene&™ ™e TeroPLe Ruin
CRe&Teo b< uvn P&ceu
Long ago, a temple was built to the forgotten elven goddess Kalianis. A cataclysm struck and the temple
was cast into ruins. A sacred statue to Kalianis sunk below the ground and was lost. The cataclysm also carjackedseraphim. blogspot. com
created a series of rocky tunnels beneath the ruin and in the fullness of time, an evil lamia named Xavi
came to inhabit them. She gathered loyal followers to her and she uses these "rocklands" as a staging
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area for her raids upon civilization. sa/3.0/
This entire adventure can be mapped using the excellent Rocklands Dungeon Tiles Sets 1 and 2 from
Kev's Lounge (kevslounge.blogspot.com) Thanks Kevin Berry!
Wandering Monsters
0®@
Corrupted kobolds (1d8) (see rm. 2)
Corrupted kobold scouts (1d3)
Dead adventurer; killed in rockfall
Stirges (2d6) - "drink not or perish"
Chalk warning
Strange shrieking and wailing from the distance
Black puddings (1d3)
Rock fall; roll randomly to see who is injured
Room Key
The Rocklands are generally very dry and dusty. The walls are of rough stone and the floor is of packed earth. Small loose stones fall from the ceiling from time
to time. Violent magic spells might bring the roof down if used.
1 . Lure and Net - Covered by loose dirt and sand, a strong net trap has been concealed by the kobolds. Gold coins are strewn on the floor beyond the trap and
will glitter in torchlight. The second creature to wander into the area will trigger the trap. Boulders and counterweights will ensnare the victims. The noise will
attract kobolds from 2, 6 and the troll from 4.
2. Corrupted Kobolds - Kobolds who have sipped from the Pool of Kalianis fare better than most. They double in size and strength. 1 in 3
gain the use of a fiery breath weapon. They will set up an ambush if possible, 6 corrupted kobolds, 1 d6 EP each
3. Pool of Kalianis - A marble statue of the forgotten elf goddess Kalianis is found in the corner of the room. It sunk into the ground during
an ancient cataclysm, but it never lost its power. A magical pool blessed by her to favor good erupts from the earth. Creatures who drink
from the pool roll on the table according to their alignment. Affects a creature one time only. Use this bonus tile for the statue — >
4. Troll Cave - Reeks of excrement and rotten meat, Large Troll, loyal to Xavi the Lamia, Gems (5): Amethyst-500 gp, Sardonyx-75 gp,
Smoky Quartz-250 gp, Zircon-75 gp, Smoky Quartz-100gp. Total Gem Value: 1000 gp., CP: 8000
5. Spike Trap - Covered by a flimsy mat of grass and weeds, a large pit of sharpened wooden stakes awaits those foolish enough to step
before looking.
6. Kobold Lair - Chock full of nests and kobold refuse, this lair is protected by the pit at #5 and by a series of buried bear traps. Anyone larger than a kobold
who enters the area of a trap will set it off on a 1 in 4, 8 corrupted male kobolds, 12 females, 4 young, 800 EP
7. Dwellers Beneath - The earthy floor in this tunnel is strangely soft and loosely packed. Giant gaping maws of teeth will attack anything that doesn't smell like
kobold or naga. If their attacks are critically effective, the gaping maws will swallow their target whole., 3 Gaping Maws, no treasure.
8. Naga Chamber - The walls are shrouded in dusty, moldy tapestries in an imitation of opulence, Xavi the naga enchantress holds court here. She has a poison
sting and can cast spells as a wizard. The kobolds and troll are fiercely loyal to her., Black Sapphire-1000 gp, Azurite-25 gp, Azurite-10 gp, Amber-750 gp,
Camelian-250 gp, Sardonyx-100gp. Total Gem Value: 2135 GP, EP: 4000, PP: 100, Magic: Potion of Healing, Sword vs. Giants, Scroll: Ward against Elemental
9. Shrieker Grove - A fungal farm is tended by the kobolds here. The shriekers are hidden among the larger mushroom crops. They will alert the entire complex
if disturbed, 3 Shriekers, no treasure, some fungal varieties can be used as food.
1PD Format created by Chgowiz (chqowiz(S)qmail.com) http://oldguyrpg.blogspot.com Treasure Generation by Mark Hassman -www.moosh.net
Rocklands Tiles created by Kev's Lounge http://kevslounge.blogspot.com/2009/10/modular-battle-tiles-rocklands.html
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#£•# RAID ON CHINATOWN £&
Map key: Numbers are adventure locations. Fists are roving gangs of highbinders. T: Tenement. W: Warehouse. S: Store.
KIDNAPPED 2. The Alley of Death. This narrow alley 7. A respectable cigar store. The front for an
opium den. Access to the miserable pit of sopo-
reaches deep into the block's interior. It is
Someone the players care about has been ab- the informal headquarters of the Wah Ching rific lethargy is through the alley. Slaves to the
ducted bythe nefarious highbinders of the pipe come from all social classes, and anyone
gang, the enforcers.
wielding Hip Sing's elite cadre of hatchet- might be lounging here.
Hip Sing tong and taken to the steaming, rat-
3. Celestial Market. A labyrinth of market 8. Alley of Chaos. The haunt of Mock Duck,
infested heart of New York City's Chinatown. stalls that cater strictly to Chinese locals,
Time to rescue them - before it is too late! The known as "the Clay Pigeon of Chinatown" be-
map shows the block between Mott & crowded at all hours. Obscure, curious and cause ofhis uncanny ability to survive assassi-
Bowery west to east and Bayard & Pell illicit goods from China, as well as Chinese nation attempts. Mock Duck wears chain mail
north to south, in New York City. The let- vegetables can be obtained here. shirts and walks everywhere with a bodyguard.
ter or number in each building is located at
4. Hum Mon Tau's Chemistry Shop. Dr. Tau He also carries two .45 revolvers and a hatchet,
its primary entrance, but each structure has is widely known in the American Chinese and he is well known for his favorite fighting
an alley exit and a connection to one adjacent community as a criminal deviant. Although method, squatting in the middle of the street,
structure. The walls are also flimsy! The vic- aligned with the Hip Sings, he's happy to sup- shutting his eyes, and firing both of his guns in
tim could be anywhere, and will likely be in ply lethal concoctions (principally nitroglyc- a full circle around him.
the last place they look. Keep the pressure on!erin-based explosives, but also poisons and 9. The Canton Club. A nightclub and brothel
other chemical exotica) to the highest bidder.
LOCATIONS 5. The residence Low Hee. Dragon Head of the
run by Chong Sing, who is the leader of the in-
famous Red Door gang. Catering to well-heeled
1. Law offices of Waugh Gee. Waugh Gee is Hip Sing tong, Low Hee lives in heavily guard- New Yorkers, the Canton Club is an elegant and
ed, ornate luxury. He is a fat man with low deceptive
and drugs. gateway to gambling, prostitution,
a Harvard- educated Chinese attorney. He is tastes who enjoys a sumptuous back garden.
smooth talking and charming, with an innate
ability to play the role his audience expects, 6. The Tong hall of the Hip Sing Mercantile 10. Alley of Despair. The women (principally
Association. The hall is a meeting place, a opium-addicted Italian and Jewish immigrants)
from bumbling "foreigner" to accomplished business office, a trading floor, and a gambling who are slaves to Chong Sing and his minions
defense lawyer. He is in the pocket of the Hip
Sing and frequently counterbalances corrupt den all rolled into one. It is the epicenter of in the Red Door gang congregate here when
jurists in the pay of rival tongs. Hip Sing territory and uninvited visitors are they are not working, which is rarely.
violently discouraged.
^,/^X^//^^ *% ^
k±tfhk vV^/-. ?M
Jay Brown
www.feysquare.com
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Mystery of Godzina House
Background
1
Godzina House, the main building of a small manor
in an obscure part of Poland, has become untethered in
time shortly after the party's arrival. Outside each door
and window is an impenetrable field of swirling colors.
Any time-traveling powers or vehicles owned by the
party do not work within the House.
Oq DO
D 6 Other Temporal Wanderers
1d6+1 of indicated type enter via whichever of
10 I portals A or B the party did not use whenever
they enter a time period for the second time, or
0O D <t>
when the plot needs moving along.
1. Russian Soldiers. Roll 1d6+14 to determine
O r O century of origin, then pick a year as appropriate.
2. Germanic Soldiers. Roll 2d6+8 as above.
3. Wild Animals. (1-2): Wolves, (3-4): Small
Dinosaurs. (5-6): Prehistoric Mammals
4. Mechanical Life. (1-2): Humaniform Robots,
(3-4): Utilitarian Robots, (5-6) Cyborgs.
5. Humanlike aliens. (1-2): Posthumans, (3-4):
Shapeshifters, (5-6): Mutants
6. Aliens. (1-2):lnsectoid, (3-4): Reptilian, (5-6):
Lovecraftian.
<€>
Portal Destination Table Portals
201 1[B] The Time Portals in Godzina House are caused by the
60113d 1929E malfunctioning Temporal Device in the basement cave.
<f Chair 1400 BC 2011 M They are one-way, transporting anyone who touches an
A. Closet 1881 AD 6011 0
$9290 entry portal to the corresponding exit portal as noted on
CO Bathroom Lady Godzina's Temporal Device 1929 AD 2418 El the main key. Touching an exit portal does nothing. It is
1400 El 1400 U
2011 AD 1881 E 1881 El possible to carry large objects or even people through
H — h Window S Secret Door
2418 AD 2418 H them, but most NPCs will object strenuously to such a
m fl Incoming Portal TTZ* ~j , " "Boxes 601 13 AD journey. They appear as swirling cubes of color.
XJ?£ uO Stacked Consult the chart (left) to determine destination.
n^/nD/ Outgoing Portal ^
-1400 BC
2011 AD lockpicking tools. machine's forcefield is still in place.
1. Foyer, Butler Adam Sobczak greets guests. 3. The Kitchen has been unused for some time
Party first arrives here. 4. The place settings are covered in dust. 1 1 . Cave. The manor has not yet been built. The
2. Den. The Elephant Gun on the wall is 5. Kodrad Godzina, uncooperative brother of cavern mouth extends through portal B to the
functional, but unloaded Isabella, is searching for the Lady. Has keys. surface, where Portal C hovers 7 feet in mid-air
3. Kitchen. Apolonia Godzina prepares dinner. 6. Isabella has been sleeping here, and rarely. 60113 AD
4. Dining Room, Currently empty 7. The Bed her hasn't been used since Henryk I . Much of the roof is gone and the air is toxic
5. Living Room. Guest Simeon Duda tells of mad first took ill five weeks ago. 3. The door is sealed, trapping some good air.
old Countess Godzina between oxygen tank hits. 8. Locked. Unstable teen Kasper Godzina paces, 4. Most of this room has been destroyed.
6. Guest Bedroom, Unused unable to deal with orphanhood. Is armed. 7. The only remnant of the second story is the
7. Master Bedroom, Locked. Apolonia has key 9. Locked. Lady Isabella is here, dead from heart unsteady floor here.
8. Office. Safe contains handgun, ammo attack, after writing last note on how her Device 10. Skeletons of some of Earth's last survivors
9. Library. Stocked with Romance and History was not sufficient to preserve Lord Henryk, then II. The time machine's shield is down. Repair
10. Cellar. Contains a wood stepladder. Secret malfunctioned when she tried a power loop-back. requires book and a hard temporal mechanics
door is nigh undetectable without prior knowledge. 10. Explosives and heavy munitions stored here. check or a nigh-impossible general science check
11. Cave. Forcefield protects time machine. 11. Forcefield still active here. Science check can Destruction requires serious firepower.
1929 AD analyze power source: should last >50,000 years Temporal Resolution Table (2d6)
1. Policeman Jacek Gorski is investigating murder 241 8 AD
+1 for every two other temporal wanderers still loose in
of Jan Duda, lover of Kamil Godzina. 1. Four burly guard thralls guard the stairs, and do any time zone, to a maximum of +3
not let anyone pass to the upstairs +1 for every two NPC deaths in the past, to a maximum
2.
3. Jan
Chef Duda's corpse is frets
Karol Kaminski here, here.
shot twice.
2. Sleeping Quarters for thralls here.
4. Uneaten food covers the table. 3. Three surly thralls prepare food. If the trust of of
+3 +3
if the house has been burned or suffered major
5. Furnished as a dance hall, but guests (2 men, these genetically engineered servants is won structural damage in any time zone
one woman) just loiter by the well-stocked bar. over, they will allow access to the basement. +1 to +3 ,GM's option, if the party has caused any other
6. Jersy Nowak, the unrevealed killer stays here 4. Two overworked thralls are cleaning up here causality paradox
7. Kamil Godzina frantically tried to understand. 5. A dozen sullen thralls operate fabricators here -5 if the Device was repaired, not destroyed.
8. The murder weapon is wedged behind a 6. Discipline room. Currently unoccupied; the 5 or less: Party returned to their home time.
cabinet here. Another gun is in a locked drawer. library key is lost here. 6-7: As above, but with minor timeline changes
9. The Door to the Library is walled over. Inside 7. Mistress Walentyna Godzina, a genetically (I.E. President Hillary Clinton)
are the skeletal remains of Lady Isabela Godzina engineered 'superior' posthuman of great 8-9: As Above, but with major timeline changes
and, shelved, her manuscript on Temporal charisma, lives here. She regards baseline (I.E. Limited Nuclear War over Cuba)
Physics. Required reading to repair Device. humanity as little better than her thralls.
1 0-1 1 : As Above, but with massive timeline
10. Afunctional dive suit stands against a wall. 8. Documents and money are stored here.
changes (I.E. Ottoman domination of Europe)
11. Forcefield still active here. 9. Locked. The books disintegrate when touched.
1881 AD 10. Ten scared thralls hide here. They may show 12: Party stranded in Jurassic Era
1. Butler Leon Sobczak greets guests how to open the secret door to people they trust. 13+: Quarter of Milky Way erased from
2. Neighbor and Thief Jozefat Zajac here, has 11.2 Rebellious thralls hide here. The time spacetime in enormous temporal rift.
Created by Jeff R. ([email protected]) http://mappamundorum.wordpress.com Licensing: Creative Commons Attribution-Share Alike 3.0 United States License
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Terror in Shadowcliff Vale
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without the protection of casde and the lord and
his men, the entire valley could be overrun by
mm/
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f goblins, monstrous beasts, or worse. He offers
100 gold if they will investigate and learn what
M M$ * W *
has happened.
* * * %£$* * Ml* * took advantage of the situation and used the new
entrance to attack the castle. The lord and his
WfWfWffm
TT=Treasure Type Comments welcome: [email protected]
men were caught by surprise, slain, and now the
cultists are planning their next move.
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1. Inn/Tavern: The PCs may rent a 7. Dead Soldiers: The PCs find 2 dead 13. Gatehouse: Gates are sealed unless
room here to rest between excursions. 19. Crystal
lair. Cave: (Shield,
2 cultists EntranceClub)
to Cultists'
and 4
soldiers from the castle (Scale, Polearm, PCs have Knight's Amulet (12). Inside
For every round of drinks they buy, they TT-1), slain by goblin arrows. is a log book which explains the gates skeletons stand guard. Poison dart trap
have a 50% chance of learning one 8. Wolfs Lair: A 2-headed wolf lives in in tunnel to 20. Connects to 16.
random rumor (below). were magically sealed to keep "the evil"
a cave by the river (TT-2,4) from escaping. After reading this, a 20. Cultists' Quarters: 6 cultists
2. Temple: The PCs may obtain healing 9. Goblin Trap: Goblins set a pit trap zombie guard enters and attacks. (Mace) and 4 zombie servants (TT-2).
from the clerics here for a small tithe. to catch the two-headed wolf from 8. 14. Stable (front): 3 horses, dead from 21. Cultists' Storeroom: Guarded by 2
3. General Store: The PCs may buy any 50% chance (modified by appropriate starvation. Kennels (rear): 6 hounds, Shadows (TT-2,4 in chest with poison
mundane items here at normal cost. attribute) for each PC to fall in. 1D4 1D6 still alive and starving, will attack. needle trap). Secret door to 23.
4. Hermit: Former cultist. Will tell the rounds for any PCs who fall in to get 15. Kitchen: Cultist and 2 skeletons 22. Spider Cave: Inhabited by 4 giant
PCs about either (roll to see which) the out (half that if they use a rope). 5 searching the kitchens (Mace, TT-1). spiders (TT-2). Body of elf with magic
Natural Stairs (5) or the Waterfall Cave goblins (Spear, TT-1) arrive to check the 16. Chapel: 3 vials of holy water and bow (bonus to hit). Connects to 6.
(6) if they kill the monster in the lake pit in 2D4 rounds. silver mace (x2 damage vs undead) in 23. Dragon's Lair: The cultists stole
(giant crocodile) that has been eating his 10. Magic Pool: A pool of water in a chest. 3 zombie workers in tombs below.
the dragon's hatchling to create an
sheep at night. natural rock basin heals for good/lawful undead guardian (in 24). The dragon is
After zombies are defeated, a priest's
5. Natural Stairs: Natural stairway in creatures, restoring up to half their understandably angry and will seek
spirit will appear and tell "Real
the mountainside. Attacked by 2 rocs health. Works once a day per character. Story"(above). Connects to 19 revenge on any humans or demihumans
during the climb. If a PC is hit, they 11. Witch's Hut: A friendly witch who 17. Watchtower: 1D4 zombie guards in it encounters (TT-3,4). Secret door to
have a 10% chance of falling 1D6x10 ft sells magic potions (unless attacked, in each, 25% chance of finding silver spear 21 (used by cultists), and can be reached
back to the ground. Leads to an which case she summons bats; TT-4). in each tower (x2 damage vs undead).
opening in the ceiling of 23, which the 12. Goblin Camp: 8 goblins (spears and 18. Keep: Basement-Storage (TT-2,4), 2 24. way
by Evilof Temple:
5. Unholy chamber of
PCs can descend into with a rope. bows), 3 wolves, 1 ogre (mace). The Cultists (Mace); 1st floor-Hall, 3 spectral worship. 2 cultists (Scale, mace), High
6. Waterfall Cave: A cave behind a body of a dead knight (Runesword: Priest (Skull Staff: summon ld6
waterfall is home to 4 lizard men exiled knights (Chain, sword); 2nd floor-Lord's skeletons once per day), 2 zombies,
+50% damage, Amulet: opens casde chambers (TT-3,4), Lord/Wight (Plate,
from their tribe (TT-2). Connects to 22. Golden Saber: 2 attacks/round) undead dragon (small); (TT-3)
gates) from the castle is here. (TT-2)
Tavern Rumors (1D6): 1-The hermit who lives by the lake may know something about what is going on (T); 2-A troll lives under the bridge on the way to the castle (F);
3-A dragon has been seen flying over the mountains (T); 4-The priest has been seen sneaking around at night (T-Red Herring, he's romancing the innkeeper's daughter); 5-
A witch in the forest performs human sacrifices (F, she's friendly); 6-A knight from the castle went missing in the forest while hunting goblins (T)
Random Encounters (1D6) 25% chance of random encounter when traveling from the village to 5, 6, 7, or 13, or when traveling between any numbered forest areas, or
when resting in the wilderness : 1-Wolves (1D4); 2-Elves hunting goblins (1D4); 3-Goblins (1D6); 4-Bats (1D10); 5-Ogres (1D4); 6-Lizard Men (1D4)
Treasure Type (TT): 1-1D6 GP; 2-lD6xlO GP; 3-lD6xl00 GP; 4-random magic item
The castle is retaken, the cultists defeated. What happens next? Who will protect Shadowcliff Vale with the lord and his men slain? That is a tale for another day.
His voice echoes in your ears. "Please... " he gasps, struggling futilely against the grip of death, "save her... "
// is obvious what happened. A man and woman traveling alone were attacked. The man put up a fight which ended with a stab to the back. The woman had been
dragged away. How long ago did this happen? Not long, the man was still clinging to life when you found him. The trail left behind looks pretty easy to follow...
1. The Big Giant Head: Four sentries eat while sitting opposite a large, carved Minotaur head.
Three are armed and one is a runner. At the first sign of trouble the runner will try to run to Area
#4 to warn the others, the players will encounter resistance in Area #2 if he gets away.
2. The Pool: Scattered at the bottom of the pool in the center of this room are large, shimmering
gems. A creature lives in the pool that will ambush anyone who tries to retrieve the gems.
3. Whispering: Mushrooms grow in every nook and cranny of this room. The mushrooms have
limited psychic abilities. Anyone who tries to communicate with the mushrooms gets the
whispered response "What is in the your heart?"
4. Home Sweet Home: A few harried females tend to a group of youngsters. Several males sit
near the fire telling stories. Various personal items are scattered about. Straw beds are covered
with simple blankets. There are six barrels at base of the ladder.
5. Storage: This area holds the community's foodstuffs and some valuable possessions.
6. Hail to the Chief: Behind the curtain lives the chief. He is home and armed and very angry.
The chest in this chamber contains precious gems and silver.
7. Trapped: The exit to this room is sealed with a portcullis. This room has (# players +2) holes
in the far wall. Each hole has the outline of a hand inscribed around it. As each player reaches
into a hole roll 1 d20 to give the impression that the following events are random. The first
player will find 10 gold pieces. As each successive player reaches into a hole their hand is
trapped and then: the entrance seals, a mechanism grinds to life, the ceiling begins to lower, etc,
^/ .until it is the last player's turn. The last player should have to chose between two holes. The first
\NVone opens a secret door near the entrance. If the player goes through the secret door the
ceiling comes down behind, killing the others, and sealing the player in to die a slow death. If
the player does not go through the secret door but decides to stay and reach into the second
hole, then the others are released and the exit opens with just seconds to spare!
8. Temple of the Minotaur: From the ledge (which could be easily climbed down) the players
can make out a group standing near a large opening in the floor. In a niche stands a massive
statue of a Minotaur. A large male shaman holds a bound, trembling figure, a woman! As the
shaman chants a roar comes from the opening, then with a shove the shaman pushes the woman
into the hole. She disappears from sight. A roar. A horrified scream. Then silence.
9. Crypt: An immense pile of bones cushions the fall of anyone who drops through the hole
from Area #8. The bones are covered in bite and claw marks. None of the bones are human. Hoof prints are visible in the dust on the floor. Primitive charcoal drawings
cover the walls in this Area and every area to Area #16.
10. Spider: A large spider has a web here. It hides in the crevasse, and uses the crevasse to move between Area #10 and #12. The chest on the far ledge contains a
golden horn (as in Minotaur horn).
11. Minotaur Statue: This Minotaur statue is about as tall as the players and is missing one of its golden horns. If replaced the secret door to Area #12 opens.
12. Secret Passage: This is dominated by a crevasse in the floor, which the large spider uses to retreat from anyone attacking it in Area #10.
13. Treasure: This chest contains a random magical treasure.
14. Row Your Boat: Hoof-prints in the sand lead to the waters edge. The water is too deep and is moving too quickly to be crossed in anything but a boat.
15. Sandy Beaches: Light filters down from several small openings above. Wet hoof-prints lead past a few bushes growing near the entrance to the Minotaur's lair.
16. The Minotaur: This chamber is the lair of the Minotaur. There are few items here, a simple mat for a bed, a stack of leather bound books. The chamber is
illuminated both by fire in a pit and by light coming through a man sized natural chimney that leads to the surface. The Minotaur is a powerful creature, a curved sword
hangs at his side, a great blazing jewel hangs from a chain around his neck. The jewel pulses with an unnatural light: this is the heart of the Minotaur. The only way to
get the heart of the Minotaur is through combat. The Minotaur stands over a bound woman, his back is towards the entrance. He draws his sword and growls "This will
be over soon." The Minotaur has no interest in harming the woman, he plans to cut her free so she can escape, but the players don't know that. If the players attack the
Minotaur, they catch him flatfooted, and he will fight until the all the players are dead. Should his HP be reduced to near death, the Minotaur will raise his hand to the
next attacking player in a gesture asking for mercy. If the player grants mercy the Minotaur says "Finally, I'm free" and the heart of the Minotaur melts from around
his neck, all that is left is 1 0d20 worth of gold. Before the players' eyes the Minotaur changes into a normal man and then guides the group to the natural chimney.
When he was the Minotaur he was too large to climb up the chimney, but now he can fit and will lead the whole group to the surface and freedom. If the player does
not grant mercy then the next attack will kill the Minotaur. The player that retrieves heart of the Minotaur will be immediately changed into a Minotaur (no save
possible, life sucks sometimes). The others may escape up the chimney but this player remains behind imprisoned forever.
Adventure and Illustrations created by: Joe Sarnowski ([email protected]) for the One Page Dungeon Contest 2011.
This work is under the Creative Common Attribution-Share Alike 3.0 license http://creativecommons.Org/licenses/by-sa/3.0/
Rails in the Ruins - Level 1 by John Laviolette
http://9and30kingdoms.blogspot.com/
A One- Page Dungeon for any Traditional Fantasy Tabletop RPG
Above Ground: One wall of an old ore
processing station near an abandoned mine.
The mine is mostly empty, but a slab leaning
against the wall conceals a secret trap door
with stairs leading down...
(KC4><*t* If
Below Ground: Packed earthen walls, flagstone
flooring except in caverns. Divided into ogre
lair (areas 1-9,) feeding grounds (areas 10-14,)
tracks (area 15 and bottom of area 1,)
waterworks (areas 16-18,) and hive (areas 19
and 20.) Pipe (2-foot internal diamete) from
waterworks to ogre lair is slightly higher than lair,
feeding grounds, and hive. Hive tunnels dip
slighly and have a 3-foot diameter. Tracks and
drainage area (17) are the lowest part of level.
Wandering Monsters
1 Goat-Headed Ogres (1-2): weaker than
ordinary ogres, but can bite through iron.
Carnivorous Apes i
-2): attack non-
G/'anf
ogres. Milk Beetles -4): aggressive when
threatened.
3,4
5, 6 Giant Ants (2-7): steal food, attack those
who approach hive.
Room Key
In the Ruins Above: Panicked Dwarf Berserker looking for entrance to
©0®
10. Grazing Area: ld6+2 giant milk beetles graze on roots, attack if
rescue halfling thief (reaction one step worse than normal.) threatened.
1 1 . Infested Roots: Roots north and west of intersection infested with
Dungeon Below: All "ogres" in dungeon are goat-headed breed tiny parasites: save against poison every round or become
with clubs + daggers. Monster number rolls less than 1 mean no infested (1 point of damage per day until cured or dead; juvenile
monsters there at the moment, but there may be some later. milk beetles emerge from corpse.)
12. Haunted Caves: Two caves with thick, loose dirt covering floor
Twisted roots (Areas 10 and 1 1) prevent movement by Low Strength instead of packed earth. Pale Shade (insubstantial, strong as a
characters and halve movement for higher Strength characters. ghoul, paralyzes but does no damage) begins randomly in either
A or B, will move to other cave after 1 turn. Cave B has burlap
1 . Stairs and Tracks: 1 d6-4 ogres approaching stairs. 1 d6-2 apes sack of 1 50 sp buried under dirt.
lurking on ledge A attack anyone near stairs or rails. 1 D6-5 ogres 13. Vine Shrine: Vine dervish lives in room A, can magically create
will be at guard post B. Check position of mine cart (ld6): 1-2 = at vines that bind like a Web spell. Owns rope ladder and wine skin.
North end, 3-4 = South end with ogre, team of beetles, 5 = Hidden room B has 2 silver candlesticks (300 sp) and 30 gp on
Northbound, 6 = Southbound w/ barrel of fermented milk, two altar.
wheels of good cheese, one moldy. 1 4. Ape Cave: 1 d6-3 carnivorous apes.
2. Ape Cavern: 2d6 apes. Noise in area 1 attracts them. 15. Rail: Ogres bring cheese/milk to treadmill room and to dervish,
3. Dining Area: d6-2 ogres eating, drinking fermented milk. Door to who climbs down from walkway. Pit trap on east side of tracks.
area 1 can be barred from inside. Water basin filled by pipe. 16. Waterworks: 2d6-2 giant ants running on the treadmill under
4. Barracks: ld6-l ogres per room (4/6 chance they're asleep.) direction of a halfling-sized goat-headed ogre with antenae
5. Pantry: Overly-aggressive giant milk beetle has been brought here instead of goat horns. Summons 1 d6-2 ants every other round.
to seperate it from the herd. Barrels of flour (4/6 chance) or 17. Drainage Area: Pulling rope releases all water from room 18,
sardines; pouch of 50 SP in one flour barrel. knocking down humans of less than High strength on failed save.
6. Galley: Barrels contain fermented beetle milk. Halfling thief hiding Use standard "man overboard" swimming/drowning rules.
behind the kettle. Touching or moving rope also has 1/6 chance of triggering trap.
7. Storage: Crates of beetle cheese, miscellaneous dried foods, 18. Reservoir: Collects ground water seepage. Island in middle has
stolen flatware and cookware. Poison dust (+2 Save,) sprinkled low cliff on west side, must swim to east side to climb out. Buried
along south wall to keep out ants, causes ld6 damage and 1 turn treasure on island: 300 sp, 5 1000 gp gems, one 5000 gp gem.
of helplessness. 19. Lower Level Access: Stone staircase partially hidden behind
8. Secret Room: Opening chest triggers poison needle trap. Contains boulders has odor of decay wafting up from below.
60 gp "magic" goblet (dances to lively music) and 150 sp. 20. Hive: Five foot ceilings. 3d6-3 dachshund-sized giant worker ants
9. South Guard Room: ld6-4 ogres returning from area 10 (with pails in each of the three rooms, plus ld6 double-size warrior ants
of beetle milk) or from stairs from lower level (with 1 d6 points of guarding the quadruple-size queen in 20C. 150 loose silver coins
wounds.) on floor.
a
Demens Dungeon ("A maze of twisty little passages, all alike") http://www.shatteredlands. com/
In an age long forgotten, the wizard
Demens created this dungeon to guard his
great treasure. Legend speaks of the
power, and insanity, of Demems.
Many have entered the dungeon, only a
few have returned, but none have yet to
w
to the dungeon "Abandon hope all ye who
\ / \ U /
GM Note: This is a non-Euclidean
enter here."
maze, passages often go in loops, and
connect in ways that cannot be traditionally
mapped. Have fun with the players.
Wandering Monsters (2d6)
2 - Bandits (1-3) 8 - Hear a scream
c
3 -Goblins (1-4) 9 -Skeletons (1-4)
D 4
5
- Kobolds (2-5)
-Zombies (1-3)
10 -Ores (1-4)
11 -Hobgoblins (1-3)
6 -Giant Rats (1-6) 12 -Rival Party (1-3)
7 - A cold breeze, you think you hear a
A A
whisper [roll d4, 1 = "You will never get out
alive.", 2 = "This place will be your doom.",
3 = "The treasure is this way", 4 = "None
/ \ / \ will ever leave."] from [random direction].
Room Key [Tile to use for room (Most use tile D), north exit, south exit, east exit, west exit] Room notes and contents
1 ) [B, N-2, S-Out of the dungeon] You feel a cold breeze 12) [D, N-15, S-6, E-13, W-10] This room is magically dark.
coming from the north. There are several slimes and oozes sliding along the walls
2) [D, N-5, S-1 , E-4, W-3] There are signs of a recent battle waiting for someone to touch them.
here, it looks like someone went [roll d6: 1-2 north, 3-4 13) [C, N-1 7, S-8, E-Special, W-12] Only by using a spell to go
east, 5-6 west] from here. through the east wall can room 20 be accessed.
3) [C, N-7, S-1 8, W-4] Scrawled in blood on the wall "A pox on 14) that
[D, N-4, S-10, E-15, W-16] Skeletons (1-4) attack anything
comes in the room.
whoever created this place." A pile of bones lies beneath
the bloody writing. 15) [D, N-19, S-12, E-17, W-14] Ores (1-4) arguing over their
4) [D, N-6, S-1 9, E-3, W-2] The dust on the floor is only plan of attack to take the fountain the kobolds are guarding
broken up by the paths between the doors. in room 9.
5) [D, N-10, S-2, E-6, W-7] There is a pile of bones, wearing 16) [D, N-18, S-11, E-14, W-17] This room is magically dark.
tatters of armor with a rusty knife. There are several slimes and oozes sliding along the walls
6) [D, N-12, S-4, E-8, W-5] Goblins (1-4) arguing over the waiting for someone to touch them.
body of a dead elf, deciding who gets which parts. 17) [D, N-8, S-1 3, E-19, W-15] Hobgoblins (1-3) Relaxing on
7) [D, N-1 1 , S-3, E-5, W-9] Kobolds (2-5) in the middle of some furs in the corner, gnawing on what looks to be a
setting up a blade trap on the west door. human leg that has been cooked. There is a human
8) [D, N-1 3, S-9, E-9, W-6] The east door is trapped, a blade chained in a corner missing a leg.
will slice down when someone goes through. 18) [D, N-3, S-1 6, E-19, W-16] There are bones scattered all
9) [D, N-1 1 , S-8, E-7, W-8] There is a small fountain in the over the floor of the room. There is a cold wind circling this
middle of the room, the water is clean, but somewhat salty. room, it drains the life out of anyone who spends time in
There are 2-5 Kobolds here guarding the fountain. here, it will completely drain the life from a person in less
10) [D, N-14, S-5, E-12, W-11] Zombies (1-3) attack anything than an hour.
that comes in the room but will not leave this room. 19) [C, N-4, S-1 5, W-18] There is a huge rat nest (2-12 rats) in
11) [D, N-1 6, S-7, E-10, W-18] A nearly dead man in the corner the east wall of this room, the rats will attack if anyone
babbling about the coming darkness. He will speak of disturbs them.
nothing else and will not leave the room. He has not eaten 20) [A, No exits] On a pedestal in the center of the room is a
or slept in days and will not allow anyone to help him. portrait of a woman with a single red rose in front of it.
NOTE: Should the players attempt to mark the rooms, they will find their marks altered when they return to a room.
[Licensing: CC BY-SA3.0 (http://creativecommons.Org/licenses/bv-sa/3.0/) Created by Jonathan "Wyrd" Brazell)
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Golden Monastery at D
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MINIOT IMAM
Creative Commons License: http://creativecommons.org/licenses/by-sa/3-Q7"
by Jordan Penny :
Hello, gentlemen! The name is Cecil Dallas, part owner of Western Rail and Bond. Pull up and let me buy you a drink, see if we can't find you a job.
I'm sure ya'll have heard of the Howard "Howlin" Harlin band of misfits. They've qotten miqhty qood at robbinq our trains headinq back East from Califor-
nia, and my execs are qettinq on my heals to shut off this drain of qold they're creatin'. But what most people don't know is they've set up home in an
old coal mine, one where we duq a little too deep. Word around town is they've qot their hands on some spooky stuff . . .
But I'm sure none of ya'll will have to deal with that. We need a band of brave men to storm their holdout when we lure the qanq out into a trap. That's
where you come in. Recover some of our lost qold, and we'll make it worth your while!
Description of Rooms
A-l - Entrance. Well lit with several lanterns hanging from the ceiling. Including the one
entered, there are five doors. It is square and professionally cut. There are two tables par-
allel to each other in the room. One is empty, the other has three plates of food half eaten
along with three candles, left as if they left in a hurry. No enemies. No treasure.
B-2 - Storage room. Square with roughly cut walls. Slightly dim from only
two lanterns hanging from the ceiling, which is only a foot above the ad-
venturers heads. Mostly mining equipment, but also sticks of dynamite.
C-2 - Square with rough walls. Very dim, one lantern sitting on a table in the center of the
room. Water drips in the corners and you can hear running water in the distance. There are
three outlaws. A small trunk under the table has a little bit of black powder and lead balls.
The door to E-3 is hidden and requires careful examination of the walls to find.
D-2 - Large circular room of well sculpted walls. It is nicely lit with torches placed evenly
around on the wall. In the center of the room is a stone well, which has swiftly moving
water running at the bottom of it. On the edge is a bucket. There is one outlaw here and
two mean dogs. In the corner is a steamer trunk containing expensive china and various
other high end items, including an expensive looking small revolver with pearl handles.
E-3 - Small round room, pitch black. Contains jars of gold dust and a couple bags of
gold coins. 1 5% chance also of finding an auto-loading pistol with ammuntion.
F-3 - Finely cut rectangular room, well lit. A living quarters for the outlaws. Various personal
trunks stand before beds, although they are all locked. There are two outlaws here, asleep.
G-3 - All doors leading to this room are locked, but made of cheap wood. Neatly cut wfth
double thick walls, it is the outlaw's armory. Most of the weapons are gone, but tiiere are some
cheap looking .45 blackpowder pistols and a few military carbines. There is some powder, lead
and cartridges. 10% chance of finding a Galling gun, and 25% chance of it in iunctioning condi-
tion. Two slimey, catfish-like creatures are left chained to guard the place.
H-3 - A large open area where different levels of mining have taken place. The walls are uneven from
pickaxe use. A line of rails runs through the center of the room, up through 1he hallway connecting it to
A-l, and down to the lower floors. There are several (5) outlaws here, along with three mean dogs.
1-4 - A small circular room, freshly made. It is more of a landing in between the staircase
that goes from A-l down to J-5. Two outlaws are waiting, having heard the commotion.
J-5 - A long with low ceilings where active digging takes place. Before mining
equipment had been apparent, of a typical selection, but here the equipment seems
strange. Odd contraptions are used to dig deep holes in the walls, while motorized
shovels take off a greyish substance that is visible. When touched it feels warm, like
there is fire in the center of it. Although there are only two outlaws here, they have
at their command strange goblin type creatures. There are eight of these.
K-4 - The doors leading to and from this room are boarded shut However, something from the
inside has been pounding against them, so flie doors are coming apart. Inside it looks like a new
shaft where they mined for the greyish material. There are the same machines as before, coated
with a layer of dust and grime. Inside is a miniature hoard of the goblin creatures, armed with
homemade spears. There are also more of the catfish-like creatures.
L-4 - Brightly lit and rectangular, this is the kitchen of the mine holdout. Several tables
are aligned in the center of the room with a big hearth in the corner. The cook is here,
along with two adolescent helpers. Along the walls are barrels of various dried foods.
M-5 - This is the dining chambers. Long rows of tables go from end
to end. Large lamps hang from the ceiling, and the room is empty.
N-6 - A neatly made round room, this is the personal chambers of the outlaw
Howlin' Harlin and his second-in-command and wife, Jessy Harlin. Although empty
of people it does have the pairs beloved greyhounds. There are various personal
treasures of great value, from their exploits. The door leading to 0-6 is locked shut.
0-6 - Everything else in the mine accumulates in this. The round room has high valted ceilings and
a raised step all around Hie edge. In chests are piled gold coin, banknotes and a bawl of the greyish
material they had been mining. Here also are the two outlaw bigshots, ready to take you all on.
^ A
Random Events and Monsters I
Extra Outlaws 65% in all areas Mutated Mole Sinkhole 1 2% in all areas
35% in I - 0
Slimey Catfish 50% in I - O Giant Worm 15% in J - 0 Ceiling Cavein 6% in all areas
Armed Goblin Staircase 8% in all Box of Silver 30%o in all areas
35% in I - O
Collapse staircases One square equals roughly 2' x 2' A — I
Mean Dogs 75% in all areas
Small Box of Coal Gas 7% in lower Stairways between rooms M-5 and 0-6, Room Storey,
Mutated Bat 45%) in all areas 35%) in all areas Miner Ghost
Gold 2% in all areas D-2 and F-3 have an 80% chance of being collapsed. Letter descending
■-•.»■■- !■! -..■«—..,. ■,
Li '. Tne]i^igigiSx^^(dMISilsniilesas you approach Hullo, he says in obviously memorized common. =%SL &MLffi^ fm&*
Yer monies and yer weeponz or y er liies, and then waits, grinning expectantly.
J'. Four (sJsMtOa ^iSSSSjSSBS turn to hear tke source of tke noise and let out shouts upon
seing uou. Ikey do not look welcoming.
l'. You spy tliree stacked carrels marked DYNAMITE in the corner. A
well-placed lire spell or lit arrow migkt turn tke tides, il tliat is indeed dijnamite...
J: Two (gfeftwlm aafS^aksoSs® poke tlieir keads out Irom bekind tkeir cover, let out a
Yip, vj ip! and notcli arrows into tkeir bows.
O: In tke corner, ckewing on tones tkat are almost certainly kuman, sits a massive
worg. From above, a goblin skouts a command and leaps from tke ledge, landing atop
its back. Witk a scream from tke goblin upon its back, tke worg rears onto its kind
legs and kowls. Tke (gMHffla^WoXifsHfSalss? readies kimself lor a ckarge.
\y'. As you pass, a small square seam in tke stone catckes your eye. Lifting it, a square portion of tke
floor flips up, revealing a small carved-out kole in tke ground and one very frigktened goblin
motker kolding an infant. Pleeeze, it says.
1U: Two asrota aWraaa swim about in tke water, obviously alerted to trouble up top. Tkey look kungry Cartograpky by Joskua A Bennett, a.k.a. Reckless
and you doubt tkey 11 let tke boat pass untroubled if tkey are unfed. Looks like you 11 kave to pay a Entkusiasm. Tkis map is licensed under tke Creative
toll anyway, in a manner of speaking. Commons Attributions-Skare Alike 3.0 license
IL A small boat bobs up and down in tke still water. It will be a tigkt fit. and is free for public use:
kttp://creativecommons.org/licenses/by~sa/3.0/
, .i ■— ■ ■ i il
Down the Gullet of the Space-God!
By Joshua LH Burnett
Released under Creative Commons Licence
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Introduction 1) Gullet: This passage leads 6) Left Arm: The mighty
After witnessing the birth and
from Kosmos' gaping mouth to his computers of Kosmo's
death of countless universes, radar are located in hiscelestial
wrist.
stomach. Watch the teeth! It's Heroes can hack into the celestial
the mighty space-god Kosmo, wide enough for the entire team
Smasher of Suns, and to walk side-by-side. Due to radar and observe any point in
Pulverizer of Planets, has died. gravitonic peristalsis, the heroes the universe— any point.
Even now his body drifts can enter through the gullet but Observant heroes will notice
through the void of darkest cannot exit. They need to find several rival spaceships
space. Every faction in the another way out. converging outside Kosmo.
known universe, from
governments and gangsters to 2) Stomach: The nuclear fires of
wackos and warlords, wants to Kosmo's stomach are where he 7) Head: brain
crystalline Kosmo's giant
houses his core
claim his body. The digested comets and star consciousness. Heroes must hack
Intergalactic Brotherhood of dragons. A narrow metal catwalk into the brain through science or
Celestial Guardians has
spans the fire-pit. Once the psionics to retrieve the
entrusted your heroes with the heroes are half-way across, they consciousness. Each hero is
task of entering Kosmo's are attacked by atomic assaulted by a mind phantom
corpse and retrieving the core- that tries to eat his or her
consciousness from his brain enzymes, which resemble fire-
memories and personality until
breathing space-bats.
so they can forge a new nothing is left but a hollow shell
space-god. The balance of the 3) Immuno-Factory: The
universe is in your hands! ready to receive the dead god's
mind.
machinery
system still offeverishly
Kosmos' produces
immune
Kosmo's corporeal form is that cosmic leukocytes, which 8) Loins: A pool of luminescent
of a giant humanoid dressed in resemble crystalline blobs that quicksilver sits in the center of
baroque space armor. He lies shoot lasers. The heroes are this spacious chamber. This is
in repose now, drifting silently invading organisms and will come Kosmo's God-Seed. Any hero who
through space. His body is under fire. The immuno-factory comes in contact with the God-
impervious and indestructible continues to create more Seed must roll ld6 on the
even as it is slowly consumed leukocytes each round until the God-Seed Exposure Table.
by the flickering Godfire heroes shut down the machinery.
within. The only way into His
9) Legs: The heroes can exit
body is through His mouth. Kosmo through the exhaust ports
4) Heart: Kosmo's giant, ruby
Any other means of entrance heart is fractured and fills the of his interstellar rocket boots.
is disturbing to contemplate room with blood-red light. Repair They need to avoid the explosive
and useless to try. Kosmo's spores futilely try to patch it up. dangers of the combustion
innards are not flesh but chambers. Once outside, they are
They ignore the heroes unless
cosmic ur-metal. It's a Kirby- they try to interfere with their immediately confronted by a rival
esque nightmare of work. Tapping into the heart faction of Kosmo-looters.
technorganic machinery and
God-Seed Exposure Table through
body. science or psionics will
dying synapses still sparking
You cease to age, You spawn ld6 identical give the heroes a map of Kosmo's
with Godfire. Kosmo's body
contains its own atmosphere 1 becoming immune to 4 duplicates of yourself, at For the QAGS statistics of the
for reasons beyond disease, hunger, and the least one of whom will be monsters within Kosmo, go to:
5) Right Arm: The mechanisms
comprehension and gravity ravages of time! evil!
for Kosmo's
beams plutonichere.
are housed destructo-
Plasmic stegosaurusstudios.blogspot.com/
determined by the heroes'
collective understanding of 2 You become hideously 5 You evolve to a being of fusion elementals escape from 201 1/03/kosmo-monsters. html
mutated! pure energy! the cracked reactor and attack the
"up" and "down."
heroes. The heroes can salvage
3 You become insane! 6 You gain incredible valuable cosmic fuel rods from the
wreckage.
superpowers!
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Encounter 2 Area@&©: This tower is barred from the rest of the tomb and houses undead protecting the key to the Inner
Crypt. Located on the first floor are four zombies (Zombie Rotter x 2, Zombie x 2, MMl, p.274. Lvl 3 Minion, Lvl 2 Brute) and on
the second floor are four skeletons (Decrepit Skeleton x 2, Skeleton x 2, MMl, p.234, Lvl 1 Minion, Lvl 3 Soldier). After two turns
of combat, the skeletons amble their way to the first floor. Treasure: On the second floor are several chests containing 250 gp
worth of various precious valuables and a 3rd level magical item.
Encounter 3 Area ©,(8)&(9): Within the Inner Crypt, the High Priest Balael (Human Mage, MMl, p.163, Lvl 4 Artillery) and his
congregation of eight acolyte cultists (Human Rabble, MMl, p.l62, Lvl 2 Minion) are deep within the ritual to raise the Traitor
King. On each side of the altar are two undead guardians (Dread Protector, MM3, p-74, Lvl 3 Soldier) staring half consciously off
pe-Bsaftg
into the distance. Treasure: Within the sarcophagi of the king and his concubines, the PCs find a 2nd level magic item and a 3i*d
level magic item. As well, on the corpses of the cultists you find various valuables totaling 125 gp-
An Adventure for 2nd - 3rd Level Characters Cartography and Design by:Julien Johnson
3@aigaiBE
This dungeon is optimized for use with 4th Edition Dungeons and Dragons. Any external material referenced on this document is not subject to the Creative Common Attribution-Share Alike 3.0 license this document is released under.
Dungeons and Dragons is property of ©1995-201 1 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All Rights Reserved.
Clocktoork Hfnbasrion: ©ramborg! In the late 16th century, the astronomer Tycho Brahe built the world's most precise and
comprehensive scientific observatory, library, and alchemical laboratory rolled into one. It was
A One Page Dungeon Adventure by Justin Colussy-Estes the castle Uraniborg, built on the Isle of Hveen, and accessible by boat from Copenhagen.
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Setting: The smouldering remains of the Uraniborg laboratory castle, and the nearby underground observatory Stjerneborg, are
located on the Isle of Hveen off the coast of Copenhagen. Historically, they were destroyed by fire in 1601 . For the sake of this List of illustrations*:
1a. Uraniborg and environs before explosion
adventure, this fire was due to experiments in Astronomy and Alchemy, which led to an explosion that ripped a hole between this
1 b. Map of Uraniborg's ground floor, after explosion
world and the world of the Clockwork King. He is now attempting to send his army of automata through the rip. As a Clockpunk
2a. Map of Stjerneborg, or "Star Castle," Observatory
adventure, it is suitable for transposing to a fantasy world, or a science-fiction-y, real-world 16th c. setting. 2b. Stjerneborg underground observatory as seen approaching
from the West, (note: illustrated person not to scale)
Isle of Hveen— There is a market, but no other gathering place. Farmers who live on the island keep to themselves. They hate
the astronomers of Uraniborg; they were serfs to Brahe. However, recent events have spooked them. Reaction to outsiders (d6):
1-3— Hostility; 4— Distrust; 5— Wary, but will talk (1 rumor for money); 6— Guarded Friendliness (2 rumors or other information)
Rumors: 1) "The devil has made his home in the castle!" 2) "The astronomers have made clocks that run amok in the gardens of
Uraniborg." 3) "There is an underground donjon where they torture people, and worse." 4) "At night, spirits roam the island."
5) "The astronomers bespelled visiting kings and royalty." 6) "God destroyed the castle to punish them!"
• Castle Grounds (2b.): The surrounding wall is 5' high. The astronomical instruments and statuary above ground have been
transformed into automata. Getting within 1 square of any of the markers on the map elicits an attack.
. Castle Interior (2a): The 5 roofs to the crypts are removable for night sky viewing and calculations.
a. Entrance. Stairs going down.
b. Main Room: A hypocaustum, or heated room to prepare observations and study results. The automata have turned it into a
lab for transforming living creatures into clockwork minions.
c. & d. Small Amphitheaters: These crypts house various astronomical devices, surrounded by seating for observation.
e. Celestial Globe: This room houses the largest map of the heavens constructed to date. Over a thousand stars, planets,
galaxies and comets are detailed with exact precision on the silver and brass globe. This instrument is worth a small fortune. 1 square = 10x10 ft 4l*S>
f. Large Amphitheater: The biggest crypt houses an enormous equatorial armillary sphere made of steel and brass.
3 astronomers cower here in complete darkness, having barricaded themselves within. The groundskeeper is with them, and
has been driven mad. He believes that the explosion and subsequent invasion is an assault from hell, and he plots to sacrifice
someone on the armillary sphere in hopes to appease the spirits.
g. Mid-Sized Amphitheater: The 4 people barricaded in the (f.) Large Amphitheater have access to this room as well. The
side room is a pantry and storage room.
Uraniborg Castle— During the day, automata are focused on preparing for the oncoming army, but at night they roam the island
to transform the living into clockwork minions. Those transformed by Clockwork are like zombies with metal gears and brass
^iL^II
]
fixtures attached to them. They have limited purpose (servant, soldier, etc), and resist distraction.
lb. ilU 31 lv
s= secret door
V= armoir
• Castle Grounds (1a): The 10x10ft. Gatehouses, located North & South, are entryways to the castle grounds. Their upper floors
house guard dogs with clockwork appendages for standing and wielding weapons. The East structure is Servants Quarters.
Three transformed clockwork servants remain. They will ignore any who enter, but will "scream," releasing a small cuckoo bird
from their mouths if interrupted from their duties. The cuckoo will sound the alarm, bringing 1d6 soldier automata. The West 1 square = 10x10 ft ^^"^K
structure is a Printing House, currently being dismantled for parts by 10 small insectoid automata. There are 4 Gazebos (NW, ■
i
NE, SW, and SE corners) which have been transformed into windmills. Various automata run in and out— these windmills
harness power for the automata— destroying these cuts them off from their power supply. The inner gardens are a maze of
alchemical and medicinal herbs and flowers. There is a 1 in 6 chance that any given geometric patch of garden holds some
kind of clockwork: A hive of transformed clockwork mice, a vampiric clockwork plant, a host of tiny flying automata, etc.
• The Ruins (1b.)— The roof is gone. Everything stands exposed from above. The walls are burned, but brick. The Western
tower is nearly destroyed, but rubble blocks all entry to the castle except through doors a. or c. Any heavy weight or violent
action within Uraniborg castle has a 1 in 6 chance of collapsing the wall or floor.
a. Entryway: Piles of scientific instruments and scrap metal lie here.
b. Hallway: A dozen rabbit-sized automata prepare the hallway to support the anticipated army and its supplies.
c. Rear Entryway: See (a.) Entryway
d. Master Bedroom: Stairs in the NE comer go up. A pantry-sized door leads to steps to Downstairs. A secret door leads to
I
a passage between the library and the outer hallway.
e. Guest Bedroom: 13 transformed clockwork crows, messengers for the Clockwork King, stand silently around the room.
f. Guest Bedroom: A little girl hides under the bed. She won't let go of a very shiny object— a brass and crystal compass (the
circle-drawing tool). It keeps her invisible to all automata, and can be used against them as a weapon. = barricade
g. Dining Room: An enormous brass sextant from the floor above has fallen. 2 diners lay dead, crushed beneath it. V = dry goods pantry
h. Library: Approximately 1 foot of the floor's outer edge remains, the rest is a gaping hole. All who fall through end up in the
alchemy lab (see Downstairs). The secret door leads to the outer observatory hallway and the Master Bedroom (d.).
i. Kitchen: Stairs lead up (see Upstairs) and down. Below is a 2x2 pantry basement filled with food and stores. Additionally,
there are many herbs, poultices, and plants gathered from the gardens that have medicinal and alchemical uses. A door in the
western wall leads to the alchemy lab (see Downstairs).
Upstairs: Rare astronomical instruments, precariously balanced on the remains of the 2nd floor, are visible from the main
floor below. Automata teem over their surface, stripping them for material or transforming them into more automata.
Downstairs: Stairs from d. lead to remains of the alchemy lab (3x3) below. This is the source of the explosion. Nothing much
of the lab remains except a growing tear in space. Longomontanus, the astronomer who caused the explosion, sits below the
tear. He is the epicenter of the rupture, and his life is tied to its existence. If he dies, the gap collapses, the Clockwork King's
army cannot get through, and all automata in this world are trapped. The 13th Pneumatica of the Clockwork King, a powerful
silver automata with the head of a gyroscope, attempts to maintain and enlarge the rupture; he spends most of his energy
keeping Longomontanus alive, as well as cajoling his automata minions into bringing him material to expand the gap and give
the army access to this world. He still has enough energy and attention to attack intruders, however.
* A note on the maps: These are actual maps and illustrations of Uraniborg and Stjerneborg dating back to the 17th century. They are in the public
domain, and copyright free. Here are links to them, should you want to see them before my tweaks: Uraniborg illustration. Uraniborg map.
Stjerneborg map, and the Stjerneborg illustration, although I kept as much the same as possible. Also, here's a link to the isle of Hven you might
find additionally useful. Finally, here's a few links for some fun historical bits if you want to drag Brahe, Kepler and the gang into your adventure.
A One-Page Horror by Kelvin Green
vl.O (thekelvingreengigmail.com)
When the village of Haddonfield discovered that the wizard Langenkamp D: Fisherman's House
was engaged in dark magic, they raised a mob and burned down the old The barricaded home of Stefan Benchley. Some of the planks blocking the
windmill in which he dwelled. With his dying words, Langenkamp laid a front door have been pulled away from within. Benchley himself is on the
curse on the villagers who sought his doom, a curse which would have floor of the simple two-room dwelling, dead from asphyxiation; close
come to nothing had Cropsy, a young farm labourer, not sneaked into the
inspection reveals gills on his neck, the effect of Langenkamp's curse.
mill for a nap and been caught in the conflagration. The death of an E: Smithy (2)
innocent provided the mystic fuel for the curse, and now the people of
Haddonfield are trapped with no hope of rescue. Ashton Scott the smith did not take part in Langenkamp's lynching, nor did
he attempt to stop it. As such, the curse has stripped him of his sight, and
A thick cloud of grey smoke Langenkamp delights in sending
envelops the village, confusing Blackened Things to bang and
the senses and preventing the scrape on the walls of the
villagers from leaving; any smith's home and workshop.
attempt to do so has them
going in circles, always F: Village Green
returning to the village. Worse, In happier times a gathering
it conceals unnatural terrors place for outdoor events, now
deserted. A stone sits in the
generated by Langenkamp's
curse. centre, carved with the date of
the village's founding and half-
The Burning Man covered in a dark brownish-red
This is Langenkamp himself, stain which appears new.
reincarnated as a wraith-like
G: Haddon Manor (3)
being engulfed in an ever-
burning flame. He prefers to A large wood and stone house.
torment victims from a The front door is ajar, and a
distance but is capable of close large suit of armour stands in a
combat if necessary. He cannot display case in the main hall.
be banished or killed in his
Although it is polished and well-
present state, but if Cropsy's maintained, it is clear that the
remains were discovered and suit has seen much use. Beside
given a proper funeral then it in the case is a huge
Langenkamp would be broadsword in a similar
weakened, and he might then condition. Upstairs, in the main
be banished or given a final bedroom, Hallek Haddon lies on
death. Langenkamp wanders the floor near the door, alive but
the village at random, cackling emaciated, withered and
as he sees his work being paralysed by weakness, his
done; roll ld6 each hour and punishment for his part in
compare to the numbered
locations below to see where Langenkamp's death.
he appears. H: The Dog and Bastard (4)
A creaky sign shows a mangy
Blackened Things hound being kicked up the arse
Similar to zombies, these are by a miserly old man. The
what's left of the villagers, building's windows and doors
burned and twisted into unnatural and almost unrecognisable shapes by are boarded and barricaded, and lights can be seen within. A group of
Langenkamp's magical fire. They use the mist as cover, achieving surprise adventurers — led by the warrior Foree and the magician Neville -- have
50% of the time. There is a 20% chance of an encounter with ld3 occupied the building in the absence of the innkeeper. The group have
Blackened Things in each location, rising to 60% if the Burning Man is also been unaffected by the curse as they arrived after the lynching, although
present. they cannot leave the village and two of their number have since been
taken by the Blackened Things. They estimate that they have been trapped
A: LaVerne's Orchard in Haddonfield for at least ten days, although the smoke makes the
The house is empty, with the doors smashed and clear signs of a struggle passage of time difficult to judge.
within. In the orchard itself, the ghost of a young man appears at night. He
I: Windmill (5)
puts down his tools, stretches, then makes his way to the windmill, where
he squeezes through a small window into the mill's basement. If the ghost The upper levels of this stone structure are a blackened ruin, although the
encounters the Burning Man along the way, he fades away into walls of the ground floor are relatively intact. A charred skeleton — what
nothingness and reappears at the orchard the next night. remains of the wizard Langenkamp — lies curled on the floor near the front
door. The cellars have survived best, protected somewhat by the dampness
B: Bridge of the surrounding marsh, but this was not enough to protect Cropsy, who
A simple stone arch bridge. A single leather boot — left, adult-sized but succumbed to the heat and smoke as he attempted to escape.
smallish — lies abandoned in the centre of the bridge's span. Langenkamp is reluctant to interfere with the corpse, but has left 2d3
Blackened Things to watch over it.
C: Fremont Farm (1) J: Temple (6)
The home of Anton and Cloris Fremont is boarded up, although the couple
are still present and refuse to leave. The surrounding corn fields are The doors have been torn from their hinges, but the temple itself remains
patrolled by four small, agile scarecrow-like things fond of hit-and-run whole and consecrated as Langenkamp and his Things cannot enter. A
attacks. Anton helped to kill Langenkamp in order to protect his five bloated monster roams the surrounding area, a greyish-green thing
children, and in return the curse has turned them into the creatures somewhere between a dog and a boar and standing on its hind legs. Torn
roaming the fields. Cloris killed one and saw it turn back into one of her white rags cling to the beast, and a silver holy symbol can be seen on a
sons, and will now prevent any further attacks on the monsters. chain around its neck. Village priest Max Friedkin led the mob in the name
of his deity, and the curse has transformed him into a necrophagous beast
that cannot leave the temple grounds, but also cannot enter the temple
itself.
a The Course. A track is carved in the stone floor. The Gulo is here: a ghoul bear collared with a chain leading to a bolt that runs in this track. This
hairless, white thing is ravenous, on a 1 in 20 it breaks the chain trying to reach food, 1 in 6 if on one of the wooden bridges. Its chain can be
heard scraping in the track from far away. Gulo: HD 5; AC 7[12]; Atk 2 claws (1d3), 1 bite (1d6); Move 12; Save 13; CL/XP 5/240
b Slow, muddy river. This gives the whole area a ripe, earthy smell. It can be accessed by tearing up one of the bridges.
c Seven foot tall, crude pottery statue in the shape of a rat. Completely blocks passage to 8. Is filled with dead rats.
d The Beached Behemoth. A humongous grub lodged in the river's course blocking water flow. It has huge oozing wounds next to the passages leading
from the West, as if something has hacked its flesh off. Touching or harming it draws Dollfolk (see 15).
e Following this dry river bed for several hours leads to a gully above ground.
1 Two straw dummies of giant rats & what appears to be a straw cloak & hood on the floor. Used to feed it, the Gulo will not attack anyone wearing this.
2 Door barricaded from inside. Two warriors have just returned from a failed foray to 15, one mortally wounded (treat as party level +1).
3 Giant straw rats tied to posts, peppered with arrows. Closer inspection reveals humans inside, one alive.
4 The floor is a foot below door level & completely covered in a writhing carpet of blind baby mice.
5 Each wall has two alcoves at face height with wooden doors rigged to open at the same time. One of these contains a Dollfolk (see 15)
6 A perfect model of the Two Moons. Customers are replaced with posed, giant straw rats. Stairs are false.
7 Filled with the effects of victims past: 1 700 gp in goods and coins, a battered suit of plate, & a medallion of ESP which, when used, will overwhelm the
wearer with the anguished thoughts of the intelligent Behemoth (see d).
8 The Ark. Carved from black basalt, this room appears to be of much older construction. An empty, canoe-shaped, glass vessel is surrounded by
invisible, intangible spheres floating at chest-height. Each is filled with a colony of a different social insect: bees, ants, wasps, termites, etc.
Disturbing a colony will result in the insects producing a unified hum of a perfect musical note. In order, this produces a scale (Do, Re, Mi, Fa,
Sol, La, Ti (Do)). Different musical sequences may have different effects but the following causes the glass vessel to rise up, float, & respond to
mental movement commands: Row, row, row your boat, gently down the stream
CCCD E ED EF G
9 The Undersky. Miles in all directions of dark abyss. Luminescence from far, far below looks like stars.
10 Empty
11 A model of a rat cobbled together from rotting chunks of meat on an iron framework.
12 Trapdoor in ceiling. Opening dumps tiny, blind mice. A passage leads to 13.
13 The Forsaken. 10 Men, women, & children left to die under the tavern who have lost their minds & become savage. Armed with axes, knives, &
swords (treat as berserkers). Trapdoor in ceiling leads to 12.
14 Empty
15 Lair of the Dollfolk. Six inch humans, perfectly proportioned. Ivory white with huge coal black eyes & knives (treat as kobolds). They treat the
Behemoth as a god; anyone approaching or touching it will be attacked suicidally. 1d6 appearing each round.
16 Mud Labyrinth. Mud gets thicker & deeper as the spiral progresses. At the center a sinkhole acts as quicksand.
17 One of the few places unreachable by the Gulo, a small boy with an iron rat mask bolted onto his head hides here.
!A
about his debts before Easterner Williams. Excelsior lamp oil a few weeks
the murder. back. His wife never said why.
l 's
Celton
Gas
Gallows She just paid for it and had
young Jarrod Daniels pick it up.
16. Corral: A couple of horses trot about here,
one of them a mare. It had been a gift from Mr.
Williams to his young wife Emma, but 7. Doctor Hershey's office:
according to Woodward, the young wife The good doctor witnessed the
declined it, and told him she didn't want him signing
few of Mr.ago.Williams'
months It gave will
Miss a
throwing away his money on such things
Emma everything. The lawyer
asked a copy be mailed to his
office in Majorstown.
21 Time Lab: Ancient experiments have left random pockets of accelerated and
decelerated time throughout this chamber. Some are obvious. Most are not.
Some only activate when magic items enter them.
22 Council Room: A stone table seating 100 sits at the center of a silver penta-
gram. Five animated stone enforcers stand opposite each point of the star.
23 Smithy: Magical constructs with very large hammers waiting for years to do
what they were built to do: pound things. They've grown a bit...twitchy.
24 Necromancy Lab: A thousand years ago, a not so wise dragon was pulled
into the lab and managed to gather the all the keys. She happened to be in this
room when the network reclaimed the blue key, leaving her trapped. Her rage
and the dark energies of this room combined to turn her into a powerful lich.
25 False Control Room: A convincing (but heavily trapped) facsimile of the
network's control room conceals the circle that leads to the real thing.
26 Control Room: A massive, inscrutable device seems to grow out of the rock.
If the PC's can figure out how to use the contraption, it will teleport them safely
anywhere they want to go.
by Wordman • http://divnull.com/blog/
copyright 2010 Marc Pavone tygercat©gmail.com
Maalathiir's Library http://creativecommons.Org/licenses/by-sa/3.0/
Haalathiir was an ancient sage, his library is legendary for its rare
books. The library lies under the ruins of his tower. A system of
tunnels dug by giant ants provides access to the library from a
nearby cliff side. The tunnels lead to a large antechamber. A door in
the antechamber requires a key held by a minotaur that has set up
residence in the tunnels. The PCs are hired to search for a specific
book in the library.
They are unaware that their employer has sent more than one group to
find the book he is after.
Wandering Monsters
Check for wandering monsters when entering a new room or whenever the
PCs
or 2 start spending too much time in one location. Eoll 1d6 , encounter on 1
library
1:
2: The
3 Minotaur - roll again if it has been killed - Has the key to the
Guards - No treasure, may have mundane items or one flask of healing
water from room F
t: 2 Guards - 1d4 copper and mundane items
t: 4 Ratmen thieves - Will parlay to avoid conflict, May even bribe PCs
for their safety. 2D6 silver
>: Swarm of bats - 1d6x10 small bats swarm around PCs, will flee after 1d4
rounds
i: Thief NPC - Badly wounded, will help PCs if they invite him to join.
See notes. Roll again if he is already with party.
- Guards can be any creature and level appropriate to the PCs abilities.
- Ratmen are Halfling sized anthropomorphic rats. Treat them like
half lings. They are selfish and cowardly but will fight to defend or if
they can ambush the PCs. Re-roll future encounters with them, they flee
the caves after their first meeting with the PCs.
SEARCHING THE LIBRARY: roll 1d6 per character searching per round. On a 5
they find a book that looks valuable. On a 6 they find the book they are
searching for. Books are worth 3d20x10GP, The Book is worth the reward.
The tunnels and rooms are carved from sandstone and quite sturdy for the
most part. They slope up or downwards as necessary. PCs will need to bring
a source of light. All rooms are round, dome shaped and somewhere between
6-10 feet tall unless noted otherwise. Tunnels are wide enough for 2
people to stand and fight side by side and stand almost upright
A: The Entrance: A tunnel leads from the cliff face at the bottom of the map into the first chamber. Equipment is scattered about in small piles here.
The only weapons available are small daggers or clubs. No armor can be found. There are a couple sacks emptied of their contents. It looks like it all
came from a party of about 6 adventurers. PCs may find mundane items but there isn't much of any value. A little extra searching will find the
severed paw of a Gnoll. There are no Gnolls in this adventure, unless the DM wants them. The paw is merely a distraction and builds tension.
B: Pile of Books: There is a pile of about 50 books here, enough for the PCs to spend time searching for the book they are after. Use the notes for
searching the library, but none of the books are of any value. One or two may have a very low level spell. If they roll a 6, they may decide to
head home to claim their reward but the book is worthless and the employer will fire them and refuse to give them a second chance.
CS A Clue, or Warning: A crude drawing in chalk is to the immediate left of the tunnel leading to room I It looks like a bull's head.
D: Harrow Ledge: This room is taller than the others, it is hard to say because the light sources the PCs are using may not throw enough light to make
out the ceiling. A narrow ledge runs around the west side of the chamber and is about 12 feet above the floor below. Only one person can safely work
their way along the ledge at a time. Some kind of moderate dexterity test should be done to make sure the PC makes it across. If the test is failed the
PC falls to the floor below and takes damage.
E: ]topty_L_These rooms are empty and have nothing of any use in them. Check for wandering monsters
E HanUng Spring: A small trickle of water forms a shallow pool a couple inches deep in this room. The water is cool and tastes of sulfur but it is
safe to drink. If it is rubbed on a wound it will burn a bit but will also heal a small amount of HP. It only works once per person. The water can be
stored in a flask and will have enough for one more application. The pool only holds 30 or so gallons of water at a time.
G: Playing Dead-: If the PCs have not met the thief as a wandering encounter yet, he is in here playing possum on the floor. The thief was with a
previous party and has been badly wounded in a fight with the minotaur. He will offer to join the party if they heal him. He will try to steal the
book the PCs are after if he makes it to the library with them. He carries a short sword and wears leather armor. He has a duffel bag with a strap he
keeps slung over his shoulder. He will ask if the PCs have met the minotaur, if they have the key and will try to ascertain if they know what to do
with it.
H: Dead Adventurer-Jhere is a dead body of an adventurer here, picked clean of all valuables. If the thief is with the PCs he will ID the body as one
of his former party members.
£ Ujnotaurla Tj»-It- Roll for monsters but subtract 4 from the die roll If the result is lower than 1, treat it as L There is a rough bed of straw, a
fire pit and a pile of rotting, half eaten adventurers here. Under the bodies is a wooden box with ldlOxlO copper, ldl2 silver and ld20 gold and a gem
worth 40gp.
J: Library AnteohambeKThe tunnel opens into a large room with a single door on the opposite wall. The Minotaur's key will open the lock on the door.
It can not be picked, forced or magically opened. The tunnel behind the door is pitch black and totally silent. A permanent darkness and silence spell
is cast on this area. ALL sources of light and sound, even magic, will be useless in this tunnel.
K: The Library: This room is the library. It is lit by magic glow-globes that emit a silvery light. Stacks of books are all over the room along with a
small desk and a globe of the known world. The books are randomly stored so the PCs must search, use the notes for searching the library. If the thief
is with them he will search too. If he finds the book he will try to steal it. PCs can carry 3 books each at most since they are large, clumsy and
somewhat fragile. 2 stairways are blocked with rubble and are completely impassable.
X: Pitfalll'The westward tunnel from room B passes over the tunnel from A to P. The floor here is weak and will collapse if more than 3 people stand
on it at the same time. The Minotaur will collapse it by himself, if he can be tricked into going over it. If the floor does collapse, the PCs will still
be able to jump over the hole or make their way through the tunnel from A - F
Tunnel from F to E This tunnel was connected at one time but a cave in has blocked it. Clearing it by hand is impractical but not impossible. It will
take days to do without proper tools. It could be cleared with magic quite easily but there isn't much point.
License: Creative Commons Attribution-Share Alike 3.0
"0FX
"ninja danger room". C. Altar of the Oni Lords. An elaborate altar
/. Audience Chamber. VIPs are met and/ or 6. Kitchen & Food Storage. Food is stored covered with monstrous statues of oni lords
entertained in these rooms. and prepared here. The kitchen staff sleeps dominates this part of the room.
2 <& 8. Guest Chambers. VIPs are housed here when not on duty. Beware their knives D. Living Area. Askua entertains honored
with comfortable furnishings and many oni that can slice both metal and tomatoes! guests in this part of his dwelling.
masks decorating the walls. Asuka can see and 7. Ninja Dining. Ninjas take their meals and E. The Jade Throne. Can it grant a wish? If
hear through the masks when he meditates. relax here. so, and Asuka can use it, can anyone truly
3. Guest Dining. Meals for VIPs are served 9. Climbing Ropes. Interior ascent and prevail against the White Carnation Clan?
in this stylish chamber. More oni masks descent between floors is via silk ropes. Non-
A
decorate the walls. ninjas use the veranda stairs outside.
4. Ninj a Quarters. Each floor's ninjas live
and sleep here. Furnishings grow more The Top Floor
luxurious as one moves away from the A. Entry Pit. Silk ropes lead down to the \
ground floor. fourth floor from here.
5. Ninja Training Room. Ninjas must train B. Meditation Area. Asuka spends much of A
constantly to stay in fighting form. Think his time meditating on ninja mysteries and
spying on VIPs via the oni masks.
®
1 in 8 if folks are bored
ldl2 Result
1
2-3 Possessinq qaki
4-6 Tsuchiqumo maqe
7-9 ld6 tenqu ninias
ld4 VIP visitors
10-11 Hungry oni
12 Infernal vortex
<jSN£RAL fSATWSS
The Infernal Pagoda is a magical place whose interior dimensions don't match its exterior. The
floorplans for the first four floors are identical, but the scale varies (see table below) . Ceiling
height equals floor number times 7.5 feet (e.g., 15-foot high ceilings on the 2nd floor) . Stealth-
assisting shifting shadows fill interior spaces. Magical light can't dispel these mysterious shadows.
Floor Floor Floor Floor Floor
1 Square = 2nd 110 Square = 115 Square =
1st 5 feet feet 3rd feet 4 th 1 Square
20 feet = 5 ft.
2 Square =
5th
Background: The adventure takes place in the Dwarven Brewery called " Fullstein Ale "
The owner is a dwarf who goes by the name of Tappy. Tappy was drunk one night at a local pub and
was flirting with a night hag who was polymorphed as a "beautiful" dwarven female. Tappy swept the
night hag off her feet. When Tappy sobered up and saw her true form, he ran away screaming. The night
hag now has come to the brewery to seek revenge. She has set free the elementals.
Start: The players will be traveling down the road when three dwarf's run out of the brewery in terror.
They will tell the players that all of the magical creatures the brewery that they were using has escaped
and their boss Tappy and one other are still inside. They will offer a cask of their best ale for payment.
Room 1 This room has a fireplace, a large Room 8 This is the dwarf's secret room
copper kettle, a mashing tun and a hot water where they hide their most valuable ales. The
tank. The fireplace used to hold a fire elemental, room is quite cold for there is a large patch of
but now is free and roaming around in the Brown Mold (to keep the ale cold of course) . A
room. small chest is locked ( contains 500 gp and
Room 2 This room is where the brewery 500sp). The room contains 4 large barrels of
ferments their ale. Inside is a dwarf battling a dwarven ale worth 250 gp each.
Ale Elemental ( same as a water elemental) . The Room 9 This area is the dwarf's sleeping
dwarf has no weapons, so he is doing the only quarters. Tappy is here trying to ease things
thing he can do, he's trying to drink the over with the Night Hag and things are not
elemental to death. Each are at half of their life.
going over very well.
Room 3 This room is a loading dock. Inside
this room hangs a pair of Gauntlets of Ogre
Power. They used the gauntlets to load the casks
onto wagons.
Room 4 The room is filled with wooden
crates. The crates are filled with several
different imported hops and grains.
Room 5 This is the employee lounge. The
room contains a large table with six chairs
around it, a large chest ( filled with 1 2 silver
and gold steins, worth 25 gp each) a small table
with a Pair of Beer Goggles( when worn, the
player will see all opposite sex players and NPC
with a + 8 charisma) and a statue of a minor
dwarf god of ales.
Room 6 The room contains empty ale casks. For licensing go to
Room 7 This room is filled with fresh hops ht.tp://crea.t.ivecnmmnns.nrg/1icenses/hy-
from the local village. Underneath the pile is a sa/3.0/
giant slug.
The Laughing Giant's Secret
The western hills of Vlarkenden are some of the most beautiful untamed lands in all the realms. If you plan to head out this way to adventure, be sure to look
THE INN OF THE LAUGHING GIANT
for The Inn of the Laughing Giant, the last bastion of civilization before the wildlands begin. As far as I'm concerned, no trip to Vlarkenden is complete
without a quick stop to say hello to Hogarth, the innkeeper — a friendly rucksack of a man who loves to hear adventurers' tales, and often spins a few of his Ground Level
own. The savvy traveler will stock up on last minute provisions and grab a night or two of rest before heading out on the untrampled trail. Be sure to order a
pint of his special Adventurer's Amber Ale, brewed and aged on the premises! Of course, you might have trouble finding the inn, as this regional treasure is a
secret the locals would love to keep to themselves. But persistent inquisitors will be richly rewarded with a visit they won't soon forget!
Lj
— Stik Reeve's Guide to Vlarkenden
RTT = roll on Djerv's Random Treasure Table 11. The Ferret. An Ore cutting his toenails.
Ground Level 12. The Raccoon. An Ore eating a mincemeat pie.
1. Tavern main. Bob, Sir Norris, Gwark Nithal, Tenk Eklarc, & Bob 13. The Rabbit. An Ore reading a book entitled The War on Art.
lounge around the room, playing various tavern games. 14. The Mouse. A Dwarf polishing his axe.
2. Bar. Hogarth & the wenches; Hogarth has a Club +6 hidden under the 15. The Rat. An Ore stacking l,000gp worth of coins by size.
bar. 16. The Owl. A random Harlot, sleeping.
a. Pass-through. Empty. 17. The Raven. A random Harlot and a Halfling thief.
b. Taproom. The keg has a false bottom, and holds a Flask of 18. The Crow. Empty.
Never-ending Ale. 19. The Vulture. RTT.
3. Kitchen. Various kitchen implements. 18 iron rations in a cabinet. The ln4n
i i
fireplace holds a Laughing Kettle. Cellar/Dungeon Level Upper Level
b^^sps nrlnl! lUaB
4. Pantry. RTT.
5. The Doublet. Empty.
1. Storeroom. The floor is covered with straw, and scattered about are
goat bones, humanoid bones, and odd articles of clothing. The room is IP ' 9_ ~%l1 '_ lo' *i. lo' 1- li 1 f V
6. Stairs to Cellar Level. 1
blood-splattered, and smells strongly of dung and urine. Each of the
7. Mudroom. Empty. tables contains 2d6 cheeses and ld6 sausages of various size. In^T 7Wr2 sflfa^idt Pl5^ir
8. The Wren. Sir Norris' room; 200gp under bed. 2. Mathilda's Lair. Mathilda is Hogarth's daughter, polymorphed into a - 11 J^la- nlinla- hiIcJaI nil
*
9. The Swallow. Bob's room; RTT.
10. The Nuthatch. Gwark Nithal's room; RTT
Piassa Bird by The 3 Weirds. Killing Mathilda will immediately throw
Hogarth into a blind rage, and he will rally all of the inn's patrons to
]0H IdoI
11. The Bluejay. Biikan's room; assorted knickknacks, plus a golden attack the adventurers. The floor is littered with straw & bones, and the HMvm 1 L PTlrBl 1 J>
katana +1. bales of straw throughout the room contain ld20sp and ld30gp worth '>yU" op olnzi * a P
oT8 ibh^ i 13 EPEE8H
1
12. The Catbird. Sarae's room; assorted knickknacks and 17sp. of jewelry & trinkets.
13. Indoor outhouse. An Ore reading an upside down book. 3. The 3 Weirds. The door to this room is protected with a Glyph of P 3!
14. The Starling. Empty. Warding. Inside are 3 1,000 year-old blind albino 15th-level witches.
15. The Finch. Tenk Eklarc's room; RTT. Upon being discovered, the Weirds will immediately cast Symbol of
16. The Redwing. A friendly Gnoll invites the PC to play Dragon Chess. Pain, Waves of Fatigue, and Inflect Critical Wounds. Killing the Cellar/Dungeon Level
[ § in
17. Yard. 6 goats, 400sp, 200gp at bottom of well. witches will break the spell on the inn (turning all NPCs to dust) & the
18. Stable. 2 elderly Centaurs, 3 Griffins, 2 Warbeasts, a War Pig, & 2 spell on Mathilda. Upon the witches' deaths, the PCs will find
Wyld Stallions. themselves standing in an empty field with the un-polymorphed
19. Hitching Posts. 2 Mules, a Zedonk, and a Quarter Horse. 35sp, 75gp, Mathilda, a thirtyish quarter-half ling/quarter-giant/half -elf maiden, and
and 2 trivels (could be a trident, could be shovel) distributed among the a two-horned unicorn.
4. The Cistern. Filled with blood; throwing in a gold piece removes the
packs.
Glyph of Warding on #3. There are 3,000 gold pieces at the bottom of
Upper Level the cistern.
5. Cask Room. Each of these casks holds the bodies of two adventurers
1. Hogarth's Bedroom. l,600gp hidden in a false bottom drawer of the
dresser, plus two long swords hanging on the wall above the bed. fermenting in Hogarth's Adventurer's Amber Ale.
2. Hogarth's private storage. Two suits of Leather Armor +3, a Dagger of 6. Cold Storage Room. The naked bodies of sixteen adventurers (mostiy
Double Stabbing +2, and a set of thieves tools missing its pouch. dwarves, gnomes, and goblins) in various states of dressing &
3. The Badger. RTT. RTT
processing dangle from giant hooks embedded in the ceiling and walls;
4. The Black Bear. RTT.
5. The Marmoset. RTT. 7. Cold Storage Room. This area is packed floor to ceiling with bales of
6. Dormitory. RTT. straw. A wooly mammoth skeleton lies buried under the straw in the far
7. The Fox. Empty. end of the area, a Spear of Piercing +3 under one of its tusks.
8. The Hound. Empty. 8. Cold Storage Room, the naked bodies of twenty human adventurers in
9. The Wolf. A drunken Hobgoblin snoring loudly, passed out on the bed. various states of dressing & processing hang from giant hooks
10. The Jackal. An Ore polishing his sword. embedded in the ceiling and walls; RTT
i Canada License
Tavern maps by Tim Hartiri. used under a Creative Commons At I ribiiti on-Noncommercial- Share Alike 2. Civaiecl lor ihr OPD '21)1 I Comesi hv Minilirw \V. SrhmeiT uv Imp:// rindi'dim'sOil'^-i '■■!.■ ■ .in
Released under ;l ( i-« -. ■ 1 1-. ■ < ■ ■ .■ ■! i .V ; il >i ir '.i-'m :: ■ . \ ii!-.■ ■." 1 :!.■ ■ I m.im ■, l.ii ■ 11-.
The Sunless Hollow by Michael Bors
Lighting: Dim lighting in all areas during
day hours, no lighting during night
hours.
1 . The Entry. The forest thickens and a path leads deeper in, becoming reminiscent of a tunnel as the trees block more light.
Along the way the path splits, one of the paths descending.
2. Shadowed Trees. Here the path widens into a clearing, but the trees still block the light and sky. Roll for a random encounter
here, which will attack the party. Scattered about the clearing are rusted pieces of weapons and armor, with the occasional bone;
remains of previous wanderers.
3. Descending Hillside. Climbing down the hill is not too difficult (Climb DC 1 0), but those unprepared will likely tumble to the
bottom. At the bottom a small river flows quietly along to a pool of water 20 feet deep is nestled against a rocky cliffside, with a
brook feeding it from the west. The cliff can be climbed, though it is slick and difficult to climb (Climb DC 20). At the bottom of the
30ol is a corpse dressed in full armor which drowned. The armor's metal is not corroded but the leather fittings are; if repaired it
is serviceable +1 heavy armor (DM's choice what type).
4. Guardian of the Hollow. A fey panther has taken residence here, and the black feline will attack any intruders. If bloodied, it
will attempt to run, and return to area 4 if the party moves on and is gone for more than an hour. There are chips of some black
stone lodged in its shoulder, the type of stone unknown.
Top of the Cliff. The cliff here leads down to the pool below. There is a body here in a completed state of decomposition, only
bones and metal fittings from its clothes remain. However, one can pick 25 gold from the ruined pouches and bags, and a rusted
dagger is thrust through the ribcage.
Mad Descent. The path widens and slopes downwards, as mad cackles are heard from all around now. Midway down the
descent there are thorny vines all but blocking the way. They need to be cut down, but regenerate steadily until the path is clear.
While cutting them down, characters sustain 1d4 damage per round attacking.
7. Sunless Hollow: Here is the root of the unsettling aura, a corrupted dryad. She has gone mad due to some dark influence and
now wants to spread her influence to prevent people from destroying her "kin". She is unable to be reasoned with, but her mad
ramblings can be drawn out to allow tactical positioning before starting combat. A search will turn up a hole which seems to lead
under the dryad's tree.
Under the tree is a small and tight cavern where a piece of black stone is lodged in against some of the roots. The stone
radiates an unsettling aura, and is almost certainly the source of the corruption. Destroying it should constitute some task to
challenge the party depending on their skill level and makeup. Along with the stone there is a magic wand +1 and a few raw
pieces of agate (worth 100 gp together).
http://creativecommons.org/licenses/by-sa/3.0/
The Forgotten Depths (by AOS)I Once a seabed, now a tropical wilderness, hidden
C= cave; H= hills; J= Jungle; M= Mountains; P=pond; R=River; S— shore; T=tundra; W- wetland; V=Volcano. F= Fin
in the cold north. What secrets does it contain? What horrors of the dark and deep
places remain, nurturing their unwholesome appetites, waiting for a chance to 0202. M. Pterosaur nest, on ridge above 0601. (Above) T. Row after row of empty 1001. M/C. Temple of the Cave
feed?http://themetalearth. blogspot.com/ Released under the Creative Commons 3.0 burrows, bones scattered about. After
trail, contains 4 young and 2 adults. 0203. apes. 20 caged snake men. Big
license: http://creativecommons.Org/licenses/by-sa/3.0/ M/T. Skeletons of three unidentifiable dark, the soil glows. (Below) J. Beastkin cauldrons boiling water. 1002. M.
humanoids in rusted-out technological (20, all ages and 5 warriors) camped out, 6 snakemen tracking the party of
armor. 0204. R/P/S. Small village of cooking dinner and playing music; cave apes that raided their
snakemen at base of waterfall: wattle and friendly but will kill anyone who troubles villiage. 1003. M. Rockworm.
dawb huts, 5 canoes 20 warriors/ 30 them. 0602. J. 5 Sasquatch drunk on 1004. M/C. Abandoned mine.
other. 0205. J. Demontree. 0206. H/F fermented fruit. 0603. W. Dilapidated Smells very bad. 1005. M.
Crude pyramid made from the skulls of abandoned factory. Quicksand. 2 1006. J Crashed rocketship.
many species: shae, minotaur, reptarch, entelodonts. 0604. W. Skull pyramid. 1007. J. ld6+2 Boilers (nest).
human, animal, ect. 0207. M. The ground 0605. S/P 4 mudbugs. 0606. J. Stinky 1008. M. Strange giant ruins
is marked with the tracks and droppings trees. 0607. J. 0608. M. 0701. Rusted carved into the cliff face, area
of a big carnivore (devilgoat). 0208. M. construct sitting on a rock. Its eyes glow infested bv moonwraiths.
Ancient machines erode out of rocks. and watch. He knows the location of
Restless and hungry, reptile vermin pulse treasure in 0601. 0702. J. Hunting park of Highland weather: (check 3
and swarm in the engine shadows. 0301. the Snakemen: snares and traps.
times 3:daily)
cold; cold ld6- 1-2: clear
& snowing (1/2&
M. Abandoned city, carved out of the 0703. J. Ruins. 1 intact building; carved
living rock, with lots of sculptures and from the single fang of a giant monster, it move). 4: Really cold & snowing
carvings of nautical animals. The streets contains a teleportation pool (2-way) to
are cleaned by two cones of hunger. Ssaur. 0704. F. War ape staked out by (1/3 move).
move) 5: Blizzard-
characters may be (1/4-0
0302. M. The only passage is at a high snake men will gladly join the party if snowbound. 6. Freak weather
altitude and freezing cold. Save against freed. 0705. W. Human (seeming)
(referee's discretion).
altitude sickness (poison), or out of action village; Moisture and heat dependant
for 1 d6 hours & - 1 movement for 1 day. Lowland weather: (Check 2
0303. 13 Mutate bandits on the road parasite
Parasites worms live onforhumans'
are looking backs.
a way out of the times daily) ld6: 1. Clear. 2.
demand a toll of 20 GP/head. 0304. J. Depths. Evidence of fighting; residents Mist. 3. Misty rain. 4. Heavy
Giant termite mounds. 0305. R. 7 hippos. deny it. 0706. J. Battlefield. Burned tank, Downpour. 5. Deluge. 6. Freak
Rapids. 0306. M/S. 6 strange humanoids bodies. 0707. J. Trees coated in weather event.
(Sharkmen) wearing space suits, standing thousands and thousands of glowing, fist-
in lake; when noticed, they dive and sized, insect eggs. 0708. J. Cyborg Random Events (ld6): 1/day
Zombies. mountains/Hill, 3/day
vanish. 0307. H. It is misty and the ground
shakes from time to time. A loud thunder 0801. Forest. Misty. Blood cloud. Jungle/Wetland & On the
like snorting can be heard in the distance 0802. F Kastan- iir, a small, ancient keep
0308. Devilgoat lair. Treasure. Water.
of the Rocketmen on top of the Fin. It is 1-4 Nothing. 5. Check weather.
0401. M. Painted rocks covered with inaccessible from below. 0803. F. 0804. J. 6. Roll on event table.
crude representations of predation. 0402. 5 Snakemen on a head hunt. 0805. J. 5 Mountain/ Hill: (2d6): 2. Cave
The Drop- A sheer cliff (Hexes: Hex Key: 0101. V. Smoking. 0102. V. Ruins of an ancient city, surrounded by giant apes, grazing, easily angered. 0806. bear. 3 Yeti. 4. Vile wolves
0104,0203,0303, 0402, 0501& 0701) with Thick, toxic smoke. Low visibility. 0103. rust eaten metal wall; buildings are J. A giant glowing snakeskin husk winds (ld6). 5. Weather check +2. 6.
a drop off of 1000m separates the NW M. Path, high winds. Giant sculpted 3- reduced to heaps of crumbled stone and its way across the shadowy forest floor. Id6 Cave apes. 7. Roll twice. 8.
highland from the SE lowlands. eyed insect face in the mountainside; plastic. 2 dreambeasts occupy the ruins. 0807. ./. 6 frogmen 0808. M/C. Cave ape Earth rumble/rockslide, save or
mandibles of sculpture covered with Ancient stairs carved from bones lead 2d6 damage. 9. Rockworm. 10.
caverns. 2d6 cave apes. 0901. F. Silas's
The Fin is a huge, sheer ridge of red strange unidentifiable glyphs. 0104. M/C. down into the mist-shrouded valley trading post and still. A small compound Crazy robot. 10. 11. Id6
sandstone that thrusts 250m above the below. 0403. J. An andrewsarchus lairs stranger
Pterosaurs. 12. Mysterious
3 Cave apes, dressed in vests of stinking run by a beastkin. 10 snakemen camp
jungle floor. Fin hexes (0704, 0802, hide, excavating the remains of a giant in a burrow beneath a giant tree. 0404. outside for trade.
0803, 0902) cannot be crossed. Visible robot. 0105. J. A pack of 10 Blood W. Vampire grass. 0405. P/S. Id6 0902. F. 0903. M. Cave, passage to the Jungle/ wetland: (2d6): 2: ld3
from all other parts of the Forgotten monkeys will attempt an ambush in a snakemen gathering shellfish 0407. H. underkingdom. 1 lurk. 0904. M. Demon giant apes. 3: ld3 squads of ld6
Depths the fin is a good landmark. large clearing dominated by house-sized Misty hillside covered with giant, summoning circle: Broken stones; Sharkmen. 4. 2d6 Blood
skulls. 0106. J. Overgrown wreckage of disembodied heads of stone. Grasping skeletons mutated and turned to rock; monkeys, waiting in ambush.
Factions: Sharkmen [evil] (SM) are an aircar trapped in the crotch of a tree bloat. 0408. M. Perpetual snowstorm. warped earth; evil ghost, ECT. 0905. M. 5. Tree Squid 6. Giant Crocodiles.
the most powerful force; partially 75 meters above the ground. 0107. H. 10 0501. The Tower of the Changer. 0502. 3 snow apes on a scientific expedition. 7. Blood cloud 8. Burrower. 9.
control 0907. Snakemen [hungry]: low ibex, grazing. 1 ram has a green face T/F- connected by stair. 2 hyenadon at Aircar, lasers, protection cloaks. 0906. J. Swamp Hag. 10. Giant snake &
Tech, hate/fear the SM as devils. growing out of its flank; it yells insults at the bottom. 0503. F. Misty. 0504. W/S. Vi ld6 Snakemen 11. Vampire grass
Gas issuing out of rent in the earth. Save
Frogmen [cruel] : high tech, work for the PCs. Upon being sighted, it will call submerged mecha (4m tall) sealed and or hallucinate 0907. J. Huge Clearing. 12. Heard of Greathorn.
the SM. Cave apes: [savage & out something in an unknown language impossible to get into. 0505. The corroded Enormous structure built entirely from On the Water: (ld6): 1. 1-3
desperate]. Master of the Island and the ibex will all bolt. 0108.K hulks of 3 ancient submarines. 3 intertwined pipe works. Megadungeon:
Dormant. Small group of escaped Hippos. 2. Giant crocodile 3. 1-6
(0506) [enigmatic]: what is the secret of gastornus. 0506. The Island: small silver Lost City of The Sharkmen. 0908. J. Sharkmen. 4. School of 6-36
his power? Rocketmen [aloof]. The minotaur slaves living in a ruined villa on dirigible moored to the single tower of the Sacred forest of the Sky Priests. Small Zombie Piranha.
6. Tentacle 5. 1 Archelon.
thing(s?).
Thing in the Lake (0109) [weird]???? shore of caldera lake. They fear castle. 0507. J. Ruins: temple worn temple constructed of pipes (stolen from
something in the lake. away idol; 2 way teleport pool to 0506, 0907). 1D6+3 priests. Passenger balloon
giant spider. 0508. MIC lurk. large enough for 5 or 4 with gear.
m
• * 1
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Wa
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THE EMPERORS PLAYGROUND
Antoku the boy-emperor of Kaidan was given Shogun. Guests are invited as 'playmates'. If they
a demented playground beneath the Imperial survive their ordeal, they are granted Imperial
palace as a birthday gift by his grandfather the
i. The Guest House
gifts by the boy emperor.
6. The Inari Shrine
-e3
(Note: i square = 10 ft.]
rri
Once the guests have fallen asleep, A shrine dedicated to the Fox kami, fr
they are instantly teleported to an but under the protection of a Kitsune o--G
identical house, but in the playground. (fox demon) Miko (shrine maiden).
f Hi
1/1■
j^5'
: a? 2, The Dying Shore 7. The Banraku Theater
A Banraku Puppet Theater seems a joy rf
ff^ff Illusionary surf above a salt water
! channel and underwater caves hold until 12 of the puppets become animated
'■ J a pair of Giant Crabs as if on the shore. with miniature masterwork weapons.
■**W*fSj^
A/ o
8. The Dead Garden
\ 3. Hall
Four ofstone
the Shi-Shi
Shi-Shi Lion guardians A garden that died long ago, yet under
ye V
ever
stop
watchful for intruders, will try to
anyone from escape beyond.
the watchful eye of a Ko-Dama tree
guardian (Quickwood) that hungers...
And then it happens, Aeldur screams with rage as he sees his defeat coming in the form of
five fiery meteors, one for each of Her heads. The meteors shoot from the Heavens above,
each the shape and color of a deadly dragon; blue, red, white, green, black. The dragon me-
teors destroy Aeldur's kingdom, scarring the landscape, killing millions.
Background: When the sapphire meteor struck Padonthia City, it dug a deep crater into the
landscape. The meteor skidded across the land, finally coming to a stop, still intact. The
crater began to fill with water, leaving only the top portion of the meteor above the water
line.
In the years since the cataclysm, a cult of Tiamat has formed at the meteor. They have
begun a mining operation to mine and sell the valuable meteor said to be able to make the
finest instruments, weapons and jewelry. Gaining control over the meteor is a valuable in-
vestment for any hero or villain alike, but the task will not come easy.
1. The Docks- The docks are the natural first point of attack, unless attacking from the air. The docks
will normally feature a few small boats coming to pick up meteor ore or boats delivering supplies to
the mine workers. Several hobgoblin guards will be posted here, depending on time of day and the
amount of traffic going through the docks.
2. The Pathway- The pathway winds up the rocky meteor. Trolls are used to pull the loads of meteor
ore down the side of the meteor.
3. The Mine- The mine entrance is flanked by two fifteen foot wooden towers. Hobgoblin guards are
posted at the entrance.
4. Mine Entrance- Inside the mine, goblins mill about going about their day to day lives of running
the mine. Most of the goblins are not willing to fight, and will flee to either their living quarters or
down into the mine shafts. The loading of carts goes on here, and trolls are here waiting to pull carts
THE FOUR OTHER METEORS down to the docks. An ore mine supervisor is posted here.
Red- This meteor is similar to the blue meteor 5. Living Quarters- The living quarters are a series of rooms dug out from the meteor. All of the gob-
except that there is a ruby instead of a sapphire. lins, hobgoblins, and ores living chambers are here. The trolls are forced to sleep outside or in the
The red meteor also emits heat. mine entrance at night time. Baldon Hael, an elven ranger turned evil runs the mines and is found at
Green- This meteor has hit a mountain island, the back of the living quarters, counting his coin and thanking Tiamat for his wealth.
causing the peak of the mountain to be a floating 6. & 8. Mine Shafts- The mine shafts are a series of tunnels that wind through the meteor. This is a
island. An emerald sits in its depths. complex maze that can be navigated through with successful Dungeoneering checks. Goblins work in
White- This meteor has a diamond in its center, this area, mining for precious meteor ore. Ore supervisors are the only combatants found in the mine
and casts a 30 mile wide zone of frost. Even the shafts.
rivers freeze. 7. Storage and Equipment- This room is a large storage area. Meteor ore awaits in crates to be car-
Black- The black meteor has an onyx at its ried to the entrance, stores of food such as the goblin's favorite, pickled pigs feet, are also located here.
center, but the gem shattered, releasing chaos. Extra mining equipment and tools adorn the walls.
9. The Sapphire Room- Entering the sapphire room reveals a giant, glowing sapphire that is stuck
into the meteor. Any attempt to remove the sapphire, or break the sapphire causes it to shatter into a
thousand pieces, each piece a very valuable jewel. Upon breaking the sapphire, a deadly blue meteor
By Nicholas Sigwald under the license: dragon forms from the very wall of the meteor and attacks the offenders by spraying them with a
http://creativecommons.Org/licenses/by-sa/3.0/ meteor shower. The meteor dragon will attack until it is either killed, or the offenders are dead.
En vine e# DcstructiDm
A masterstroke of mad science . It was nicknamed the engine of destruction
for a reason Problem is, there's a mandatory 23 person crew.
So hard to find good help these days .
11 D | Detached arms and legs ; open end looks onto cucular tunnel
11 1 1 Eyes Df bot were removed, can enter dome-shaped head here
Dromes Irnii afceut a.s ttie |l2| Command center; double arch Df chain and consoles ; nothing works
Mid Scientist prciurcs
ttie final tniiBlies tie
inzsmum dvui. limine Beetle
BU An ancient monster unearthed by annussmg.
archaeological dig. The massive petrified
■"tie Emimera rhinoceros beetle had been on display at a renewed museum until it went
Patrick Miigiiir is ilniist
http ://creativecDmmons .org/ readfeJ. . .
Upper shell and horn removed; lower armor, legs, and antenna left
licenses /by-sa/3 .01
14 Upper shell intact ; can enter through a gap in the back ; empty
NecluniciLl l-Eew
Formerly a robotic slide for children at a traveling carnival.
That is until the mouth closedanakid waiting in line .
lj| Old slide, T-Rex on its side makes it more of a tunnel; ladder gone
16 Hole from removal of legs; can enter/exit on top or below
r
\
c r1 Rank C: Ore
3 LJ
£ £*
\ RankD Hobgoblin
Rank E:
"S
Or A ri Wolf
^ LJ Rank F: Gnoll
RankG
o
Bugbear
RankH
Table 3: Traps
Ogre
zo
Rank A: Spikes in floor
Rank B: Arrow trap
1
1 Rank C: Pit trap
Rank D: 4 Flaming oil jet
/^ [5 ( [) [ i C ri
Ra Rank E: Scything blade
nk Rank F: Acid spray
Background: Varto made this box for a local lord who wanted something Winning the Game: A player wins the game if his character reaches the
room on the other side of the board labelled Finish. The character will be
special for his 12-year-old son's birthday feast. The children all survived
but still have nightmares about the experience even though they have long instantly transported out of the game and will find himself completely
since reached adulthood. The box is made from polished hardwood and unharmed. Experience points may be awarded for all monsters killed
measures about 18 inches square. On the top, there is a carved design 3d4xl0gp.
during the game, and Varto will present the player with a gem worth
depicting a labyrinth made up of dozens of identical little rooms. Varto will
offer anyone who is willing a game, and will even offer a prize if they win.
The box has a hinged lid with a small silver catch. If a player agrees to a Losing the Game: A player loses the game if his character is slain by a
game and opens the box he will see a detailed model of a labyrinth, monster or a trap. The character will be instantly transported out of the
complete with tiny doors and figures to represent the inhabitants. An game and will find himself completely unharmed. Experience points may
instant later, the character will be sucked into the game, to find two doors still be awarded for all monsters killed during the game, and Varto will
before him. thank the player and go on his merry way.
1 squ
Notes for the GM: There are 64 rooms laid out in an 8x8 grid. Each room „=, Dfeet
measures 20'x20' and has at least one exit door. All rooms are magically lit
so there is no requirement for additional light sources. The majority of the
rooms are empty but in each row of eight rooms there is a random
distribution of: a monster, a trap, and a healing potion. The game map
1 1P
above illustrates the basic layout. A sample map [see right) is also 1 1 AA
IVl
provided, stocked and ready to play. The following notes explain how to
stock the map for each new game.
Jl
u n
UP
fir n1 l\ft
A A
Doors: To determine how many exit doors there are in a room, roll a d6
and consult Table 1, The locations of the exit doors are all relative to the A A T
/I 1
entrance door. Ignore doors that do not open into another room, to ensure
all play remains on the grid. Every room must have at least one viable exit
door, so if a roll does not provide one, roll again. All doors are unlocked and r AA A A
H n1 r
Iu
IVl IVl
easy to open, so no open doors rolls are required. S
Monsters: There is one monster per rank of eight rooms (see Table 2:
Q£
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L
11
T
1 nMPr L
Monsters). The monsters get progressively tougher the further across the
board a character ventures. Roll a d8 for each rank to determine in which u n
room the monster should be placed. Whenever a monster is revealed, both
HP n 1
sides should roll for surprise and initiative as in a normal combat
encounter. Monsters are not required to make morale checks and will fight
to the death.
A A
i\l\
T
1 /\A l\A 1 1p
11 r
AA T
Traps: There is one trap per rank of eight rooms (see Table 3: Traps). The Ra IVl 1
traps get progressively more dangerous the further across the board a
character ventures. Roll a d8 for each rank to determine in which room the /k I5 C D E c; h\
trap should be placed. If a room already has a monster in it, then roll again nk
T = Trap
Healing Potions: There is one healing potion per rank of eight rooms. Roll
a d8 for each rank to determine in which rooms the potions appear. If a Mad Varto's Dungeon in a Boxby Peter Regan first appeared in Oubliette Issue 5.
For more details about Oubliette Magazine visit http://oubliettemagazine.blogspot.com/
room already has a monster or a trap in it, then roll again until the result
indicates an empty room. This dungeon is released under the Creative Common Attribution-Share Alike 3.0 License
http://creativecommons.Org/licenses/by-sa/3.0/
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Rumors
1 . If your headed to the backwoods
keep an eye out for my cow. Lost
her out that way a few days ago.
1. Entrance. Ancient dying forest. Heady smell of rot and decay. 8. Vermin shrine. Statue of Grothmog Lord of Vermin. Three
Hole in twisted primeval tree leads to pit entrance. beetle backed halfling statues hold aloft a bowl in which sits a
writhing sack. Lit candles illuminate the statue. Sack containing
2. Guard post. Entrance arch writhes as if alive with movement
six giant centipedes sits within the bowl and may be
of thousands of beetles. Three halfepedes, halfling centipede
mistaken for a writhing sacrifice. Ectoplasmic mist pours from
hybrids that are individually weak as kobolds, and a giant slug
Grothmog's mouth concealing the trench pit to location 6.
protected by ad hoc bovine skeleton armour. Slugs spittle
Edges of cavern safe to traverse. The statues eyes are garnets
causes acid damage and paralysis like centipede venom.
worth 250 gp each. A disheveled halfling Esmerelda Burfoot
3. Fungus crossroads. Harmless swarm of beetles takes flight. tries to lure adventurers into stumbling into the pit. Esmerelda
Rust coloured mushroom spores cause rust as rust monster if wears an amber necklace worth 100 gp.
Print out the map on card stock, then cut out each tile and counter. Lay out the map at random, with the start and end
Y sections at opposite corners of the map. No continuous paths are needed. The tiles are your map of the action, hide
them from the players view. Characters turn adjacent tiles by using a magical command word or artifact, once a tile is
turned, simply rotate the tile on your map and relate the new information to the player's. Use the counters to represent
the location of encounters on the map. Any tile that opens onto the edge of the map is considered closed.
The rough crag offers good climbing. A narrow ledge runs 6. Walls and floor faced in blue-veined marble. Guarding
between C and D. Entrances are natural caves except for C, a the brass-fitted ebony door is a living plate armor made of
square tunnel blocked by iron bars (may try bending). rippling, shining magic water, with an enchanted halberd. It
speaks, demands your business, will deny and delay; but
1. Human skulls, bones around entrance to 2. Fair warning...
likes to brag of its invulnerability; may let slip it has a
2. Giant-troll 9 ft tall with mossy tree branch club. Asleep, but weakness, but not what. In truth, if a living plant touches
will awaken to loud noise on this level. Is really too tough for the armor it will dissolve. So, it fears the troll in area 2 and
party to fight. Speaks Common and will bargain, craves its mossy club. Ice will also freeze and stop it.
treasure (already has 450 coins) and human flesh. 7. The flat wall here has a mural of the Blue Manalishi, a
3. Huge cavern, piled old supplies at west end (oil, water skinny, sly-eyed old woman in a blue wrap and 3-pronged
barrels, untrustworthy rope, , pickaxes, shovels). Two layers of headdress. A sconce nearby holds 10 incense sticks.
slime mold (red over green) cover the east end and staircase,
In southeast corner under mold layers, boxes with rolls of 8. Tower's shaft rises to ceiling and through round gap. On
floor is an 8 ft round brass platform, railing worked with
white silk worth 500 coins, Red mold: dies from water, spore
clouds and dragonflies. Its control is a 4ft column in the
cloud if touched or burned, all within 20' risk Id6xl0 minute
coma. Green mold: infects by touch, grows rapidly when wet, center with a plunger at top. Pushing it down at ground
level sets off a squawking, alerting the armor from room 6.
dies from burning.
Pulling it up makes the platform rise, 10 ft per 6 seconds.
4. Room carved out of rock, plaster on walls scored in a
9. Hanging between 9 & 10, a canvas painted with
square pattern. Granite statues of a royal couple ("KING cartoons of young Euvoran IX... Warring overseas, taking a
ISIDOR" and "QUEEN ISABELLE" on bases; king wears woman, sailing away without her ... Anxiously consulting the
Gazolba crown). Each holds in front a shield with a hand
Manalishi when the Gazolba lays a black, illegitimate egg ...
outline. Push the king's, he slides: secret door! The queen's Hiding the egg in her Tower. Looking at the canvas too long
rings a gong that will wake and attract the troll.
gives headaches and minor damage. On the south side, a
5. Clean kitchen, many cupboards. Smell of sausages frying, shrine to Truth, incense holder and blue flame. Light
grubby cook cracks a huge white egg into a skillet; without incense from area 7, and the Manalishi's voice tells how
the Vizier learned of the black egg, gave a false story;
looking up he says "How many for breakfast?" Cook, smell
and fire are an illusion repeating once a minute. Looters can outsiders wouldn't know what the black egg means. What
take 800 coins worth of kitchenware, and silver "S" and "P" to do with the truth? How to get back past Syrax? The
shakers with cursed contents: the salt sleeps, and pepper Manalishi may give a free teleport if you think that too hard.
paralyzes, anyone who tastes it.
10. Cut the canvas, and enter. The politically priceless
black egg is here, on a nest of gold straw worth 1000 coins.
KHkDEftfcb&JTI^
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0215 Alkali Flat Chemical sands burn exposed skin when damp.
By Roland Volz • Map: Hexographer ™
Storm devils wear victims to the bone. RANDOM ENCOUNTERS: Roll ld6
0312 Squalit Town of farmers subjected to a curse - every full (-1 in North third, +1 in South third)
moon a resident transforms into a monster, rampages, and at 0 Raiding party of pixie knights mounted on
oso:
dawn runs off into the mountains. giant wasps (daytime) or bats (night)
0413 Animate petrified dinosaurs roam these valleys. 1 Goblin war party led by black knight
0415 Ancient mine track leads into local caves. Hidden in nearby 2 Ore shamen hunting wild spirits & slaves
bushes is a wheeled cart of strange design. 4fei '■|ljUO\
3 Pack of flightless predator birds hunting
0514 Oracle Caves Primordial giant sleeps for eons beneath the '110! 4 Stone elementals erupt from the ground
mountains, uttering ancient secrets & dark prophecies. A cult 5 Gale wraiths & fire wights on rampage 'tfiflV
of resident sages claims they can interpret auguries for visitors 6 Merchant caravan or disguised outlaws
03'
/Q9Q41
-for a steep price. 7 Zombie pirates on nefarious business
0518 Fellport Lonely outpost of civilization. Rulers are debauched D804>
and many citizens are eccentric or insane /Q905N
'0805>
0519 Waterfront Seedy suburb, scene of night trading. Crews
can be hired in local taverns; some are pirates.
Top '150J
\
0619 Old silver mines claimed by rival knocker clans. n&w
0707 Mount Cascade Spirals of light and fire dance & sing over
the peaks on nights of the dark moon, disturbing sleep for
mn&
705^ '0906^
'1006>
miles around with fever dreams.
7^'1k1 fl^
0818 Copper mines here enrich Fellport's upper class.
0914 Lake Kalbe Magic ice floes cluster here all year long. A r08Q7^ '0907^
'0908
ghost pirate ship passes through occasionally.
^
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1003 Winterblight Twisted faerie castle ruled by the Banshee
Queen & her faerie knights. Her court is the site of grotesque '1407^
banquets & insane revels every night.
1103 Tumbledown Tree-village of intrepid miners. They dig star
'1308^
'130ST '1408> '1508^
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metal out of the ancient impact crater nearby.
'16031
1110 Circle of standing runestones drains life from the waste- '100SH r1511
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lands -travelers staying near it for too long die.
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a
1117 Lord of the Bog Sentient tree responds savagely to
'1 2 0 9A '1609^
destruction in his domain by controlling plants & beasts. A
nearby graveyard has magic items & spirits.
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1361 '071 1410 Nameless City Deserted ruin of alien design &
/101 construction. LegendM says
T1 Q^
it fell to earth 1000s of years ago.
Haunted by strange vampires & ninjas.
1413 Fort Elishondar Outcasts & outlaws have taken over this
outpost. Riddle challenges are popular.
M
1506 Ramshackle Tiny village of fishermen. They pull many odd
and forgotten things from the depths.
/Tol. 1614 Sea cave hides pirates - a ghost ship docks here, with
zombie crew & captain cursed by a crystal skull.
Scale: 1 hex = 50 miles
TH€ ISLXND Shane Knysh
The Island is a small tropical island. The weather on the island is almost universally pleasant although the rare sea storms
have been known to force smaller watercraft to beach on the island doing considerable damage.
There are only a small number of sites, a small number of inhabitants, and only one event that will trigger when the party has
explored the island.
A The Lagoon
If the party is forced to land on the island during
a storm the lagoon is the most likely place for a
safe landing. The water is crystal clear and calm
even during the worst storms. On the beach is
the remains of a small pleasure craft. It appears
that after crashing on the beach the majority of
the craft has been dismantled.
B The Clearing
Near the center of the island is a small clearing.
Simple tables surround a large cooking fire pit
and a pair of earth and clay ovens.
Description: The Vimana is ancient flying machine from Mythic India. Meanwhile the guardian statues guard the deck & attacks all intelligent beings who
set foot on it. Being drawn by the chaos jungle creatures have boarded the vessel.
Background: A Rankasta named Vikram discovered the whereabouts of a lost
The adventurers arrive and discover the pandemonium on the Vimana.
Vimana in a long shunned area of jungle. He concocted a plan to lure a workforce
with tales of treasure to clear the craft from the jungle. The thieves guild called
Tiger Whiskers was lured there and enslaved by Vikram. The thief Rohit the Red
1. Guardian Statue - This multi-armed bronze statue has yak's head & wields two
being clever activated the ancient guardian statues of the ship and escaped. He scimitars. It will attack any intelligent foe. Monster. Guardian Statue (1)
fled into the jungle and tells his story to the adventurers. The guardian statues 2. Fore Deck - This deck has a navigation cupola with a map of the region inlaid on
caused havoc on the Vimana. Vikram locked himself in the crew quarters. The the floor. A dead Tiger Whisker thief clutches a sack.
remaining Tiger Whiskers panicked and are hiding in the control room. Rohit's Treasure: Sack - 200 gp, silver bowl, dagger with gem pommel.
tinkering with the controls have caused the 'engine bell' to over heat and the 3. Main Deck - This deck is strewn with various supplies Vikram's forced labor
Vimana will soon explode unless repaired. All this has stirred up the ghost of one used. Monster. Giant Ants (7) - The giant ants swarm the deck eating food stuffs
of the long dead crew, Sunetra of the Lost One. She is annoyed with the usurpers and a few are stealing gold for their Queen. Treasure: Gold scrap worth 500 gp.
rudeness and is terrorizing Vikram and the crew. She believes she is still living. 4. Control Room - This room is full of five panicked Tiger Whisker thieves. They
are wielding x-bows and daggers. They have barricaded and locked the doors.
Monster (5): Thieves - They are distrustful and will not open the doors.
5. Engine Bell - This large bronze bell is covered in ancient script. It hangs above a
T6P Vi&W bowl of silver flaming liquid. The bell is over heated due to the Lighting Bow and the
Guardian Statues being both on. If one or the other is not switched off soon the
engine will explode. Jewel encrusted levers surround the bell and serve as the ships
controls. Levers: A: Up B: Down C: Accelerate D: Decelerate E: Take Off F: Land
G: Arm the Guardian Statues H: Arm the Lighting Bow
6. Aft Deck - This deck has a navigation cupola with a map of the region inlaid on
the floor. A dire Vulture is perched here waiting on a meal. Monster. Dire Vulture (1)
7. Guardian Statue - This multi-armed bronze statue has elephant's head and
wields two scimitars. It will attack any intelligent foe. Monster: Guardian Statue (1)
Uppzr %.voz\,
8. Crew Quarters - Vikram being a creature of comfort furnished this
chamber as his palace. It is filled with cushions & all manner of luxury.
Sunetra the Lost One is in this room. She will assume the adventurers are
her servants and order them about. She is both beautiful and deadly aging
anyone who displeases her. An elephant shaped chest rest in the corner.
Monster: Ghost (1) - If flattered and waited on she will refrain from attack.
Treasure: Elephant Chest - This trapped chest animates & attacks. It holds
476 gp, 73 sp, diamond worth 717 gp, (5) trance inducing incense cakes
9. Archery Deck - This room has a golden bow that hovers in midair &
fires lighting arrows. Sunetra aged the Rakasta in a fit of pique. Vikram
now quite old is hiding here from Sunetra. He is taking pot shots with the
lighting bow at anything moving on the deck below. He is tired, hungry &
having a nervous breakdown. He is still very cunning and will use his
powers to persuade the adventures he is a kidnapped prince.
Monster. Rakasta (1)
Treasure: Jewelry worth 300 g.p., Pipe of Fumes - Creates a stinking
cloud, Light Pick +1 , and the key to his Elephant Chest.
1. Entrance Cave - Illuminating this large natural cave is the 10. Hall of Skulls - Characters must break through the wall
lantern from 2 Gnomes looking for their lost companion. (open door check) to enter this hallway. Niches along walls
hold 12 Undead Skulls that will politely answer questions
2. Dank Tunnel - The floor is wet and treacherous from water
about The Crypt in Ancient
dripping from the ceiling, A dank earthy smell fills the air
3. Pool Room - This room is lit by a dim red glow from 3 Fire 11. Dusty Catacombs - alcoves along the walls contain scores
of skeletal remains. Several bodies have missing heads, A
Beetles on the walls. A Blessing pool contains 1 2 coins.
Wood Golem rattles about keeping the place orderly. It will
4. Fungus Garden - This room is filled with a wide variety of only attack in defence (see next entry),
different mushrooms. Characters have a 2 in 6 chance of
releasing hallucinogenic spores {Phantasmal Force for 1 d4 12. Pointing Statue - an 8' tall stone statue stands pointing
turns}. Eating one Cures Light Wounds* Phantasmal Force. straight ahead (it's pointing at the Secret Door), This
living Statue activates if the Wood Golem is destroyed,
5. Yellow Mist - A thick yellow mist clings to the ground here.
Characters have a 2 in 6 chance of falling in hidden pit. 13. Forgotten Room - a skeleton sits slumped over on a chair
behind a desk. Scrolls of Protection from Undeadf Feather
6. The Well - The floor is wet and slippery. Anyone looking Falhni a Treasure Map and a gold candlestick are on the
into the pit must make a saving throw or slip to their doom! desk. A locked chest contains several rare historical text,
7. Insect Room - Characters edging around the narrow ledge 14. Antechamber - This room is magically silent. These doors
have a 2 in 6 chance of slipping down into an Insect Swarm.
are heavy and require an Open Doors check.
8. Spiders Lair - 4 Giant Spiders scuttle out to attack! Within
their webs is a cocoon with a weakened Gnome inside, as 15. Smashed Statue - the arm of this 3' tall statue has broken
off and a bowl of (50) coins is scattered at its feet. If
well as 70 coins, a silver dagger and o Magic Spear
anyone touches the coins the statue recites Animate Dead.
9. Stone Stairs -Weak characters or those in heavy armor have
16. Spiraling Stairs - these stone stairs spiral up 100' to the
a 2 in 6 chance of falling 10' during the 100' climb to the Dungeon Level above. They end in a stone floor block,
Crypt Level above. which must be pushed aside (Open Doors Check] to open.
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Encounter Areas;
Ground Floor 16. Jaan's Entrance Hall: This finely crafted room is the entrance hall to Sir
1. DoubLe Door Entrance: The entrance to CastLe d'Vontur is made up of two Jaan's floor and personal chambers. Several fine tapestries and paintings can be
large wooden doors. These doors are unlocked by day and securely locked by found on the walls here.
nightfall. 17. d'Vontur Lounge: This very long room (35') is an excellent observation lounge
2. Foyer: A simple entryway for receiving guests to the tower. of the western countryside and provides spectacular sunset views. Jaan will take
close friends here to relax and converse. The two bookcases contain hundreds of
3. Entrance Hall: This large (nearly 20x25') hall is the central room of the
ground floor. At least one man-at-arms will be present here at all times {a roll books on geography, science and mathematics.
of 6 on a d6 indicates a pair of guards instead). The hall is nearly empty. 18. HaLL of Knights: Several small statues line the south side of this hallway. Each
4. Receiving Lounge: This room is used for discussing business with staff or one is a bust of a previous d'Vontur. They are not particularly valuable but are
regular guests. Wore important or personal guests of the knight will likely be the prized possessions of Jaan. At the east end of the hallway, Jaan has set up a
allowed access to areas 17 or 20. Four large bookcases have several fine tomes small shrine to his god (a small statue on the table), Jaan can be found here in
on geography, politics and knighthood. One hour of focused searching will prayer early mornings and late evenings.
produce a scroll of sleep tucked away In an old dusty book. 19: Library Hall: This short haLlway contains several bookcases which hold
5a. Northwest Guard Chamber: A simple room for two guards (bunk beds). hundreds of books on the lineage and deeds of the d'Vontur family. No
Likely to be empty during the day (a roll of 1-5 on a d6) and possibly occupied references to any unflattering actions can be found within the pages (those books
at night (a roll of 1-3 on a d6). are long gone). A two way secret door can be found behind the east bookcase.
5b. Southwest Guard Chamber: exactly Like 5a, It is finely crafted and hard to detect.
6a. North Hallway: This hallway allows guard access from 5a, the cellar 20: Sir Jaan d'Vontur's Quarters: Most nights, Jaan (aged fighting man, high level)
BACKGROUND: Sir Jaan d'Vontur is the stodgy old (through the trapdoor) and the Receiving Lounge (4). can be found here resting quietly. With the assassination plot known, he will
6b. South Hallway: exactly like 6a, found sleeping lightly in the loveseat near the northern fireplace. An assassin, Wandering 'Monsters': During daylight hours,
owner of Castle d'Vontur, a three story tower that!
has been family owned for generations. The old 7, Stairwell: This small room allows access to both kitchen areas (Sa, 8b), the check once per turn (1 on a d6 indicates
Cituk Amaz (equal Level of player character, wields two poisoned scimitars +2)
occurrence). Check once every 3 turns during
knight's cruel rule over the surrounding lands has Receiving Lounge (4) and the ceLlar through a spiraL staircase down. Note: the will be waiting in Jaan's bed. Very careful observation by the character may
both angered local merchants and villagers as well reveal the change in sleeping postion. If the character approaches the bed, the
stairs do not go up to the 2nd floor.
as left him unmarried and without offspring. Sa. Northeast Kitchen: This kitchen is used primarily for servant staff and assassin will wait until the Last moment and spring upon the character. Jaan will night hours.
D6 roll and encounter:
confidently watch the battle between the two assassins until the NPC assassin is 1-2: scurrying servant
Several wealthy merchants have hired an guards.
Sb. Southeast Kitchen: Much like the2ndNortheast Kitchen, except that it provides slain (or close to losing) or the player character engages him. If the NPC assassin
Floor
experienced assassin to kill the old knight. The is slain, Jaan will attempt to raise the alarm by fleeing west through the double 3-4: single man-at-arms
food for the captain of the guard and Jaan d'Vontur.
assassin must infiltrate the tower, avoid the doors or through area 21b (and then through the secret door there). If forced to
5: a pair of men-at-arms
servants and guards and get to Jaan. engage, Jaan will try to use his personal dagger {a +2 weapon) if he cannot get to 6; (day only) captain of the guard
9. Second Floor HalL: This large area is used primarily by the guards in the 6: (night only) sleeping guard
his primary weaponry (21a). He is old and weak and fights Like a mid Level NPC. If
Unfortunately, the merchants are unaware that tower. By day, one to two guards could be found lingering here (a rolL of 1-2 outmatched, he will try to bargain for his life with the money in area 21b. Even
Notes on doors: Doors are unlocked unless
their plan has been discovered- Jaan d'Vontur has on a d6) and by night, a lone sleepless guard might be getting warm sitting next to his death, he wilL not disclose area 21c. Jaan keeps the keys to areas 21a and
21b around his neck. indicated otherwise.
hired his own assassin to counter the plot. When to one of the two fireplaces (a roll of 1 on a d6).
the player character arrives to kill Jaan, a 10. West Guard Chamber; Off duty guards can be found resting here at night (a 21a. Jaan's Armory: Jaan keeps his family armor, shield and weapons in this area. Notes on windows: Most windows are open but
powerful assassin of equal level will be waiting... roll of 1-5 on a d6). During the day, this room is almost always unoccupied. The two large trunks contain his shield +2 and broad sword +2. The small trunk
11a. Northwest Storage Room: Supplies for the men-at-arms can be found in holds his silver chainmasl +3. The door to this room is aLways Locked. barred. All windows are 2.5' wide except for the
NOTES: This one page dungeon is designed for a smaller windows in areas 21c and 17 (north and
this small area. d4 short swords, short bows and pole arms are likely to be 21b. Castle d'Vontur Treasury: Two large chests nearly fill this room. The eastern
single assassin character of Levels 7-9. It has been found. Digging in to the piles of used and broken arrows and quivers could chest contains all the monetary treasure that the d'Vontur family has acquired.
produce 2d20 good arrows. This door to this area is aLways Locked. Over 10,000 mixed coins (gold, silver and copper) fill the chest. The western south only) which are 1 . 5' wide.
designed with the 15t or 2nd AD&.D rules in mind but
can be adapted to any current d20 system. 11b. Southwest Storage Room: Better weapons and armor are found here. Two chest contains several heirloom jewels including one bracelet (2,500 gp value), a Notes on men-at-arms: ALL are fighting men of mid
suits of leather armor, one suit of chainmail and three small shields, all of ruby necklace (2,000 gp value) and several family rings {500 gp value each). level. They carry standard weapons and armor,
It is expected that the PC has had experience in decent quality are piled up. Two long swords are also tucked away in the There are d2Q other pieces of jewelry within (value ranges d1G0 each). A two way There are a total of 12 men-at_arm& in the castle.
neutralizing high level knights/fighters which is corner; unbeknownst to the guards, one of them is actually a +1 long sword. secret door allows entrance to and from area 21 c.
the reason he or she was sought out. Payment for Like area 11a, the door to this room is also locked. 21c. Secret Chamber; Jaan has stashed his magical possessions here. The large Sir Jaan d'Vontur's normaL daily schedule:
Sunrise: prayers in area 16,
the assassination is whatever the PC's current rate 12a. North Hallway: A frequently travelled hallway for guards during their chest contains 5,000 gp, six potions of extra-healing, three potions of cure Until Noon: area 20 reviewing operations, etc.,
is {or at Least 5,000 gp). shifts, this ares, connects the second floor hall to the eastern side of the tower. disease and a bandolier holding five darts +5. The smaller chest contains a belt Noon: Lunch in area 4,
Guards will likely be found patrolling these halls (this area as well as areas 12b that holds three daggers +2 (one is missing, Jaan will have it in area 20) and the
Lunch to Dinner: business with area merchants
Sir Jaan is truly a ruthless and cruel old tyrant. If and 14) in their nightly travels. It is unlikely to find guards lingering here d'Vontur family crown (5,000 gp value), A well-hidden two way secret door opens and important villagers in area A,
the PC is caught, it is likely he or she will be during the day (a roll of I on a d6). in to area 19 for quick escapes.
brought to the cellar prison and tortured over Dinner: area 4 w/ Captain Luk {review operations)
12b. South Hallway: exactly like 12a.
several days until revealing the assassination plot Cellar Evening: retire to areas 17, 18 and 20.
13a. Northeast Observation Area: Patrolling guards will likely stop here during
and finally, death. their shifts to look to the north and east (a roll of 1-2 on a d6 finds a man-at- A: Stairwell: A circular stairwell Leads up to area 7. Several barrels containing
arms looking out the small windows). mead and ale tine the west wall.
ID dCTi
13b. Southeast Observation Area: exactly like 13a. B: North Kitchen: One of two additional kitchens in the cellar area, used to
14. East Hallway: This hallway is part of the nightly patrol route of the guards. prepare for special occasions (large banquets or feasts).
There are several windows facing the east to view the countryside. C: South Kitchen: The smaller and second of two cellar kitchens used for extra
@|Cd!0£jf 15. Captain of the Guard Bedchamber: The Captain of the Guard, Luk Remall, preparation and storage. Barrels and food chests can be found in this area.
D: North Cellar Hallway: This hallway provides guard access to areas B and F. A
resides in these chambers. The only trusted friend of Jaan d'Vontur, Captain
Remall has many privileges including this pLush room. Luk (Fighting class, high ladder leads to a ceiling trapdoor for access to the ground floor area 6a.
level) can almost always be found here in the night hours but with the current E: South Cellar Hallway: Much like area D except the trapdoor Leads to area 6b.
situation, will be sleeping lightly. He can grab sword and shield and be up to F: Prison Hallway: This hallway provides access to the prison chambers.
<= Jaan's quarters (area 20) approximately 60 seconds after any alarm has been Key
G: Prison Guardroom: One to two guards can be found here if any prisoners are
raised. During the day, he can be found roaming the castLe, watching over being held. Note: There are none at the moment.
operations. He uses a finely crafted longsword +1, +2 vs. ores, a stout shield G1 -G4: Prison Cells: Small cells for holding prisoners. Only a bed and chamber
+1 and can don an ornate suit of chainmail if given enough time. His bookcases pot can be found here.
are filled with books on military tactics, leadership and fighting styles. One H: Guard Room (or Fancy CeLl): This room can be used by guards needing rest or
tome, Running a Castle Garrison, can fetch up to 100 gp. Within the Locked for prisoners who may require a lighter touch.
chest near his bed, Luk has several years of wages stockpiled. 2d100 sp, d50 gp I: Latrine: Both areas are guard and servant Latrines.
and 2d20 cp can be found underneath several layers of common clothing. A one
way (leading east) secret door allows Luk quick access to area 14. Note: No servants Live within the tower.
§ fireplace Q stool Qchest \T} trapdoor 0 ceiling trapdoor ! barred gate @ circular stair _ food chest bookcase * statue S secret door * plant
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Dpains of Aepos A^mussrt
Everyone thought the Dungeon of Aeros the vapor-mage was old news - an ancient laboratory and doomsday
weapon, conquered (and covered) years ago by Dolann forces. When the Keyn, an ogric mob who purchased the
complex in the Great Incession, capture the Scepter of Kulach from nearby Wynshed and frame the Grand Visierof
Tilwich, the PCs are called in to retrieve the scepter, clear the Vizier's name and stop an impending war.
m - iW The ogres have partially discovered how to operate a system of air-tight magical forcefields
frj I in the complex using colored seals (keys) recovered in their excavations. These are now being
. '"""I j used to both govern access to lower levels, and seal off the vast chimney in the center. Now, instead
l^yj ^ I of being an escape for magical explosions (and perhaps more), ogre General Hurlach has filled it with
\V»^/ ^ water and his dire-squid Blobo now guards the scepter, which lies in a levitator-box at the bottom of
the watery shaft. It is said that Hurlach controls the powerful Blobo with the Amulet ofGillby.
Using a Yellow seal acquired from an ogre informant the PCs infiltrate the complex, defeat Blobo (with or
without the Amulet), and get the Sceptre.
Opening force-fields to travel downward through the winding stairways Hurlach's box in 8-B). The secret door is watertight.
of the complex requires leaving colored rubber stamp-shaped seals of C is an abandoned prep room with heptagonal divets
the correct color in seal-holes (found on "both* sides of all force-fields on the floor and a force field-protected access tunnel downward
except 6-B). Since most of these are in the hands of enemies, the PCs next to a double set of blue seal holes. One contains a Blue Seal
must both search for them and steal them from those in place ad-hoc chained into the hole. If the chain is broken ^y
controlling force-field windows used to stop water from the central shaft or a non-blue key put in the other slot, the field ^A
from flooding the levels. Messing with these keys floods selected lower opens, but, rrr-rumble-splash! The window at 7-C also
levels but allows the PCs to descend along others. If they elect to open opens, and level 7 floods with all the water
the master drain to aid in their final confrontation with Blobo, the water collected so far (and the water level
of the chimney is at the 5/6 floor). If
destroys one of Aeros' undiscovered astromite repositories, and they
must escape or face a thunderous eruption of astromagical steam. the PCs race downward after hearing the
Areas 3-8 are lit with wall lanterns. Areas 1-8 are vented using giron crash, they face both the water and the angry
worm tunnels (a system independent both from other areas and the barracks residents before either being driven up >
chimney). through 3, 2 (and the soggy denizens of 4 and 6)
through 4 (now drained) to 6, or through the secret door
1 . PCs use the Yellow Seal on a ye//ow seal hole to access Aero's in 5-B (if they found it). A Blue key opens the force-field.
Back Entrance (A) where 2 unsuspecting Keyn (ogre) guards jettison
6. Hurlach wants only his most trusted
their boat at water-filled Chimney Shaft (B) in order to fight. The PCs
need not acquire the boat to get to C, but swimming PCs are more likely officers close to his magical investigations
to attract diresguid Blobo. If Blobo is wounded at this point, he will Luxurious Officers' Quarters (A) lead
escape and heal. The secret door to Store Room C (not drawn to to long-tabled War Room B. A long, f^S}
winding passage down is protected
scale) shuts behind the PCs who must face 2 ogre dogs. Chicken-
hearted PCs who search to find the secret door after the battle risk a by a force-field next to a blue seal hole
wanderer*. Stairs descend to 2-B. If 7 has been flooded, the force-field is active (everyone
from area 8 has rushed up to 4-B) and the PCs must find a
2. An Abandoned Gallery formerly used for magical experiments curls Blue Seal to descend. Otherwise the field is
around the central chimney core. Magical force-fields hold the water open and a Blue Seal is left carelessly in a
back at "windows" at A and D. The door separating B and C should be solitary slot on the upper side of the field
opened carefully to avoid waking 2 AWOL Ogre kitchen workers
sleeping at C. At A and C stairways in the floor are sealed with force- (everyone from in6 8).
demonstration is at Hurlach's
fields, each next to a red seal hole. The PCs may smash a trapped
7. The Barracks isn't happy at
lockbox labeled "Kitchen" (in ogre) at A and remove a Red Seal from being disturbed by either
the underlying wall panel. If so, grr-rumble-splash! The water level in the water or adventurers. The
chimney drops about to the level of the floor (they opened the red-
8 ores in Sleeping Area A and
rimmed window at 3-B, flooding 3 and driving kitchen-workers up after
them). There is a similar trapped lockbox behind stored boxes at D, 4 ogres in B could wake at any moment. Game
tables and a wrestling mat contrast cracked statues of
labeled "Armory" which yields a Red Seal It floods area 4 from the Andiagian cloud gods at C. An ore quartermaster and two through
release of the force-field at 4-C (and drives Hurlach's private guard up).
argumentative ogre merchants in the Quartermaster's Office (D)
3. If the PCs flood 4 and escape to 3-A expeditiously, the private guard stand in the way of private Store-Room (E) where a secret the water in 7 (and
from 4-A goes to 1-C rather than after the PCs. Unoccupied Anteroom passage down to the excavations in 9 is secretly secured by
A contains dried food. 2 ogre cooks and 3 kobolds prepare a meal at B the window at 7-C is now open to the shaft and Blobo!).
Hurlach and his quartermaster with a forcefield opened by placing a
where wall-length potion benches, mysterious chimneys, and walls of Blue seal in a nearby unmarked seal hole. Among the 9. A vast cloud chamber at the base of the complex contains
alchemical drawings of clouds and arcane formulae belie the area's a magical generator surrounding the multiple force-fields usually
quartermaster's possessions is a Steel Key containing same
wizardly origin. 2 lazy ogre warriors "guard" a stairway down to 5-A holding water in at the base. Regardless of whether the PCs flood
emblem as the seals, which may be used to open the non-magical
from Ransacked Library C. If 3 is flooded they escape downward master drain (9-B). it entering through 7-C or from busting up Hurlach's
before an automatic force-field comes into play blocking the stairs at C demonstration, the water in 9 shuts down the force-fields and dire
8. Other than creating an aquarium for his favorite squid, the real
to protect 5 (this vanishes should 3 be drained) and the kitchen workers squid Blobo (if still alive) is loose in the underground lake that
reason Hurlach wanted the portals to the Chimney sealed was so
(who don't know about back entrance 1-C) will be hot on the PCs' tail. If results. At 9-A Hurlach has housed the Scepter of Kulach in a
flooded and drained, the area will be devastated (as will others when that he and his lieutenants could secretly duplicate Aeros' magical levitator-box. The master drain at 9-B may be opened (using the
processes. The moment the PCs arrive at C, they disturb General
this happens) and window 3-B open to the chimney. Steel key). This drains 9 and allows the PCs to defeat the
Hurlach's concentration as he gives a magical demonstration to 3 floundering Blobo more easily (as does the Amulet of Gillby), but
4. In the Armory (A), Hurlach's personal guard (2 ogre warriors and a Keyn Wizard-fighters, causing the window behind him to smash
brainy troll) watch valuables. The trusted troll has a note containing the through. This floods both this area and 9 below (8 is actually if they do, the rushing water seeps into one of Aeros'
undiscovered astromite repositories. A few minutes later, the
Magic Word used to open Hurlach's box in 8-B (should Blobo get out of slightly lower than 7) with all the water collected thus far. If the PCs ground rumbles and the PCs must exit the complex before they
control). Main Entrance B contains a potential escape for PCs who can
grab the Blue Seal at 6-B on the way out (to take to now-drained are consumed in an eruption of astromagical steam.
fight their way past 5 Keyn (ogre) guards. The passage to mess 5-A (X) 7), Hurlach and his trapped buddies drown. If PCs avoid C,
and the training wing is temporarily bolted and impenetrable. C is the
Hurlach's Private Quarters (B) is filled with the missing books
1 entrance to the Officer's Quarters. If 4 is flooded, the Keyn from 3-C. A Magic Word-encoded safe contains the Amulet of 1 Keyn3-5Wizard-fighter
ds escape through entrance B and block it off behind them, and a Keyn guards
Cillby Although the PCs won't be able to find Hurlach's secret
force-field like the one in 3 snaps into action at the stairway (C) passage down to 9, they can spy on Hurlach through a wall hole ogre dog Bonev
protecting area 6 below from water, while the personal guard goes up. before deciding whether to disturb him. If the PCs escape 8 with Officer Gnash
the Blue seal without disturbing Hurlach and without the Amulet, 4-6 ravenous rats
5. The General Mess (A) contains 5 ogre service workers, and 2 Keyn
guards eating soup. The passage to main entrance 4-B (X) is bolted Hurlach uses it to get Blobo to remove a hidden key which opens Fermata, the ore minstrel
the field in 8-C (which allows them to escape). Otherwise the Ogre ambassador Grotto
and impenetrable. In the Officer's Mess (B), 2 kobolds snoop around
wall murals depicting a lost continent (one knows the Magic Word tor General is trapped here, but the PCs must find some way to get 3 jolly kitchen kobolds
fanged eel (from chimney)
http://creativecommons. org/licenses/by-sa/3. 0/
Race to Adiuent
Current Situation Random Encounter Table (d5 and dlO) 18. A blanket hangs on a tree limb. The 36. Caldin, an instructor will not let the
The players were training with an blanket is made of silk (lOgp).
player pass until a target is struck. If
owlbear in heat, when Captain Tenacious 1 . A sturdy stick lies on the path. It looks 19. A huge toad has a gem (5gp) lodged in the player misses three times no
had a mage cast sleep on all the trainees. its head.
like a good club.
The limp bodies of the trainees were 20. A broken fence lies on the ground. progressbushes
37. Thorn this turn.
(d2 damage). No
2. A goblin has his arm stuck in a tree. He
transported to various parts of the massive shouts for help. He has a dagger. Small metal pieces can be used as
3. It begins to rain hard and the player makeshift lockpicks. 38. progress
The forestthis turn. in flames. Player may
erupts
forest that surrounds Adventurer's Keep.
The players awaken wearing only their makes no progress this turn. 21. Crude, stone stairs descend into the go through or around, in this case, no
skivvies and a note in their hand. Time for 4. An arrow is stuck in the tree with a ground. A one room vault contains a progress is made this turn.
graduation meat shields. Return to the keep skeleton wielding a +1 dagger. 39. A corpse covered in insects sits against
paper attached, Return to Boria.
as quickly as you can. Tlie first to return 5. A campfire still smokes. There is left 22. A helmet is submerged in a creek. A a tree. Beneath the insect swarm the
gets a large monetary hug from me, Captain over stew in a pot (heals lhp). water viper uses it as a home. glint of a golden necklace (20gp).
Tenacious. Should there be a tie the one 6. You find an old hunting trail and avoid 23. A toppled over statue of a warrior 40. A hunter in a treestand levels a
who returns with the most gifts for me shall clutches a spear. crossbow at you and tells you none
any problems this turn.
win. 7. Player must make a save or get caught in 24. Under a tree is a backpack (only shall pass.
For those who fail, means that you a snare (roll twice next turn). clothes) guarded by a 3-legged dog. 41. A small glowing portal. If the player
have died. Please die where we can recover 8. Boria sits under a tree with her bow. If 25. A clay pot sits on a flat stone. It goes through he is forever lost in
your body so a resurrection may be her arrow is returned (4.) she will off a contains wine (5gp), if drank no another plane.
attempted. Avoid being eaten as it will niake reward of lOgp. 42. Blood is dripping from the top of a tree
progress this turn.
the process more difficult. And frankly we 9. A large mud slick blocks your way. 26. A hobgoblin staggers out of the brush trunk. A large knife is thrust in the
don 't have the time. Going around it or through it will cost and claims to be a reincarnated trainee. middle.
Good luck you sorry little bastards. the player one turn. If the player 27. A giant spider web blocks the way. A 43. One kobold has tied another kobold to
chooses to go through the mud there is a large spider waits. No progress is made a tree and is hitting him with very bad
See you at Adventurer 's Keep!
50% chance of finding a short sword. this turn. karate moves. The free kobold has a
GM Notes 10. The player must roll a save or fall into 28. You find a dead forester with an axe in
This adventure needs no map so stop his hand. gem (5gp)
44. Black cloudshidden
block onouthim.
the sun and it
a pit and no progress this turn.
looking for it. GMs will need to be quick 11. A locked chest contains a map to 21 . It 29. Three scrolls hide in a hollow log. begins to rain. Player makes no
and clever. This entire adventure is run on a takes one turn to reach 21 . Two are 1st level spells, one is cursed.
series of random encounters. This can be 12. A small book details the weaknesses of 30. Roll save or twist ankle slipping on 45. Aprogress
bundle this turn.
of torches, a tinderbox, rope
run solo or with a group. the rare dual toed fluffy skitter lump rocks. No progress this turn. and rations are in a sack hanging from a
The base time to return to the keep is (50gp). 31. A boar plays with a skull. tree. Written on the sack is, A Gift
three hours. So a minimum of three 13. A body hangs from a tree. The rope 32. Meet another trainee. NPC, 40%
from the Tree Lord.
encounters will be rolled for each player. looks new. friendly, 40% hostile, 20% sneaky. 46. A partial crumbled stone house. Inside
Roll the encounter and the player interacts 14. You find a shield beneath the leaves. 33. A small camouflaged shack, home of is a large rat.
with the situation. The strap needs repaired. the forester (28.). His extra axe is 47. You hear hissing nearby and turn to see
inside and 8gp.
Because this is a timed adventure it is 15. A wolf devours a deer carcass. It wears a small sleestak, it is armed with a
a silver collar (lOgp). slingbow.
critical the GM keep track of each player's 34. A man dressed in robes mumbles, "I
time. It is also critical that the GM keep 16. Player must make a save or slide into a lost it". He lost his skull (3 1 .) if the 48. Meet another trainee. NPC, 40%
track of item obtained and calculate the ravine (lhp damage) and make mo player has it he will offer lOgp. friendly, 40% hostile, 20% sneaky.
value in case of a tie. Some items values are 35. Simple totems hang on a tree. If the 49. A tripwire that sets off a net trap.
progress this turn.
listed while simple items like a dagger will 17. A stirge buzzes loudly overhead. player makes one and places it on the Player makes no progress until cut out.
not. tree he may reroll once. 50. Find a path, reduce time by one turn.
A Tempest in a Teaspoon
1 You have been approached by an agent
By Todd Mitchell
1. OT station: This station was originally an OmniTech science outpost built to study the star, but was mostly abandoned when the corporation went
bankrupt. It was bought by a struggling mining consortium. While fairly modern, it is starting to show signs of neglect and much of the station is mothballed.
The stores and hotels can boast of only the barest necessities available to customers and a minimal staff is available to assist travelers. The two
exceptions to this are War Daddies - a happening night club and gambling pit, and Sam Ford's Salvage and Loan, both of which cater to the local miners.
Sam Ford owns and runs both these establishments; Ford does not want the monitor data retrieved in case it brings more attention to the system as he is
also involved in illegal activities. He is a shrewd and direct man who will secure his business. There are over 600 people living and working on the station.
2. Mining Asteroid: Life in the asteroids is tedious and hard, however the miners are good natured. There are about 1 500 miners working the asteroids
with this as their primary refining facility. Some have turned to salvage or prospecting although most will not go deeper down into the gravity well.
3. Listening post: This is a small, hard to detect listening post manned by two of Sam Ford's crew. They will send word to the Drug Lab at #8 if they
detect any ship traffic going deeper into the gravity well. They have decent sensing equipment and can only be surprised by silent running or cloaked
ships. If they are boarded before they send their message, they will bluff, then fight and try to escape and send it. If they are boarded after sending their
message they will have cleaned their tracks and prepared to pose as harmless prospectors who will surrender at the first sign of force or hostility. They
have energy pistols and decent skill at hand to hand combat.
4. Wreck of the Pequod: This is an old and stately ship that has certainly seen hard use. The hull is melted and scored in places as well as pummeled by
asteroids. The entire front section of the ship has been torn away and the Bridge is entirely missing. Needless to say there is no life-support and the ship is
open to the vacuum, it is abandoned and has been drifting for 100 years or more. The wreck has been picked over for all valuable components. A
thorough search will reveal a number of curious personal artifacts (data fans, books...) will reveal the name of the ship and that it was hunting a 'space
creature' in the asteroids. A very successful search will reveal details such as the space creature was very crafty and highly resistant to energy attacks.
5. Asteroids: Unremarkable rocks big enough to land on. Feel free to have them reflect back false signals or be composed of useful elements.
6. Interesting Rock: This 'raid is made of different materials than other bodies in the system. Study will reveal it is a body from outside the system.
7. The Kraken: In the bowels of this asteroid lives the "Kraken", a ship-sized tentacled space creature looking much like a cephalopod. This creature feeds
off of mineral deposits in the asteroids and does not mind supplementing its diet with the occasional space tug. The creature moves using a very efficient
ion propulsion and can equal the speed of a fast cruiser type ship for short distances. It is primarily a lurker, and is well camouflaged both visually and to
sensor equipment (except when moving.) Its primary method of feeding is to capture a small asteroid (or ship) and feed off of the metals by excreting
powerful digestive acids from its tentacles. It uses long wave radiation and gravity detection to sense direction and locate objects. Having evolved in
space, the creature is highly impervious to energy attacks but not as resistant to physical damage. If it is wounded it will flee and hide. It is ill tempered
and cunning, if it is provoked.
8. The Lab: This asteroid hosts the secret drug lab and the source of the Ford family empire. This lab uses the high energy and low gravity conditions to
make illegal drugs and bio-weapons for sale on the black market. The lab facility will have 8-1 0 scientists working and 25-30 maintenance/defense staff
armed with hand weapons and/or energy weapons on duty at any time. 4 armed mining tugs are docked here, 2 of them will be manned and hiding near
#7 if a warning has been sent from the listening post or the station. The lab staff will stir up the Kraken if they are suitably forewarned or if the players have
previously aroused the suspicion of Mr. Ford. As a final line of defense, the lab has a missile battery with enough firepower to seriously damage a ship.
9. Blanket of doom: Sensors will pick up this very large (2km sq) flat object from far out. It is a portion of an old light sail. Careful study will show that it
is slightly curved and is spinning, and that there is a 75% chance that it will eventually come to focus the radiation of the star into the path of the ship. If
this is not avoided, the ship will be hit by a very large energy burst and there is a good chance that sensors or computer systems will be damaged.
10. The Monitor: At this point in the gravity well things are getting dodgy and gravity shear is very high. Even if they have not been followed, exploring the
monitor and retrieving the data will require piloting skill and/or EVA in a dangerous environment, and frequent checks for encountering asteroids and x-ray
bursts. If the players get the data they still have to crawl back out of the gravity well, back to the station and past Sam Ford!
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The Ruined Cult of Vorlos
by Tom Livak
Background
In days past, a small cult formed around the demon
Vorlos. They built this complex and began the dark
rituals Vorlos demanded. They gained much power,
and succeeded in bringing forth an incarnation of the
demon. There was much destruction and chaos until
a band of heroes managed to assault the cultists and
break their power. Their complex lay in silence and
ruin.
But recently a small group has rediscovered the
complex, and a new cult has formed. They have
not completely explored the complex, as parts have
caved in, and many monsters have moved in, in-
cluding a troll and a colony of gricks. As such the
cultists have incomplete knowledge of Vorlos. Still
they are attempting to perform the magic rituals
that gave the old cult its power. These experiments
have, so far, been complete failures, resulting in hor-
ribly mutated cultists. Those that survive become
feral and uncontrollable.
The incarnation of Vorlos was summoned by the
old cult through the use of a stone statue carved
in the likeness of Vorlos. When the heroes struck
down the incarnation, it reverted back into its statue
form and broke into three pieces. The heroes left
statue behind, not knowing that if the parts were
rccombincd, Vorlos would return.
Wandering Monsters (ld8)
1-2 ld4 cultists 6 troll
3 ld3 mutated cultists 7 2d3 spiders
4 ld4 cultists 8 ld4 gricks
One Square = 5 feet and head cultist
5 2d4 dire rats
1. Cultist's Entrance: This is the entrance 10. Fountain: There is a grotesque fountain in 19. Sacrifice Room: There's a bloodstained
that the new cultists found, and currently use. the middle of this room. Touching the black, stone table set in the middle of the room. A
fetid water has one of the following effects on a piece of the Vorlos incarnation statue rests here.
2. Spiders' Lair: This cave has become the lair failed savings throw (ld6):
of cluster of giant spiders. There will be 2d4
giant spiders here at any time, and adventurers 1 poisoned 20. Grick Lair: A colony of gricks have made
2 diseased their home here, which has so far prevented the
will need to watch out for the spider webs.
3-4 charmed to followers of Vorlos new cultists from exploring this part of the com-
3. Torture Chamber: This bleak dank room 5 confusion plex. There's 3d4 gricks here at any time.
contains five cells on the far wall, and various 6 -2 random attribute, +2 to an-
implements of torture are strewn around the other random attribute
21. Vault: There's a swinging blade trap just in-
rest of the room. There's a pile of twisted bones side the locked door. The old cultists stored
and scarred remains; this is where the cultists 11. Kitchen: Filled with digusting pots and
their treasure here, which consists of 1330 gold,
arc disposing their failed experiments. A black pans, this is the old kitchen. There's a 50% 110 platinum, gems worth 870 gold, a ring of
chance of encountering ld6 dire rats.
pudding lurks in the shadows. protection -j-1, a wand of detect magic, and po-
12. Dining Hall: Rows of dilapidated benches tion of bull's strength.
4. Sealed Cultist Dormitory: This is dormi- and tables fill this room. A colony of bats lives
tory that the old cultists used. After the cult 22. Bone Room: Bones adorn the walls of this
was routed, the last surviving 8 members came here, if disturbed they'll swarm the party.
here and took their their own lives, and have room, mostly skulls. Many arc humanoid, but
13. Pantry: The rotten food stores of the old
been reanimated as ghouls. The new cultists cultists are still here. There's almost always many are not, some particularly twisted and dis-
have boarded up the doors to seal them in. 2d4 dire rats here. turbing. Non-followers of Vorlos will feci uneasy
in this room. After 10 minutes, they'll need to
5. New Cultist Dormitory: These were used 14. Cave-In: A cave-in has sealed off this cor- make a savings throw or be cursed.
as storage rooms by the old cultists. The new ridor. The cultists are trying to open it up:
cultists arc using them as living spaces. There's there's a 50% chance that ld4 cultists are here 23. Troll's Entrance: Another opening has
ld4 cultists in each room at any time. working away with pick axes. formed here, mainly used the by the troll.
6. Sanctum: This is where the old cultists gath- 15. Crypt: An ornate, locked iron door seals this
ered and held their fell rituals, and the new room. The new cultists haven't been able to 24. Troll's Lair: Whatever purpose this room
cultists have begun to do that same. During originally is lost as a troll has taken up per-
such a ritual there will be 4d6 cultists and the open the door, and don't want to break down
the door. This is where the old cultists en- manent residence. There's a 50% chance he's
head cultist in attendance. here at any time.
tombed their dead. There's 630 gp worth of
jewelry
2 wraiths.and goods inside, but it's protected by
7. Head Cultist's Room: This was originally a 25. Cave-In: The cultists have been working to
storage room for the sanctum, but the head remove this cave-in, but have removed enough
cultist is using it as his personal room. 16. Old Entry Hall: This is the original entry
to find out it leads to the troll's lair, so they've
8. Altar: Behind the sanctum lies a second altar hall to the complex, but it's scaled by a cave-in. quit, not realizing it also leads to the library.
A piece of the Vorlos incarnation statue is here. With a little more work one could make enough
the old cultists used for even darker ceremonies.
room to squeeze by to the library.
One part of Vorlos incarnation statue is here. 17. Armory: The old cultists stored their arms
and armor here. There's a wide selection of
9. Ritual Room: There is large diagram en- equipment, but it is all in dismal repair. 26. Library: Shelves filled with books line the
graved on the floor here, where the old cultists walls, but are almost all destroyed by the rav-
peformed magical rituals. The new cultists have 18. Laboratory: This room is filled with ancient ages of time.
attempted to done the same, although they are and sickening magical compentcnts. Messing on Vorlos that Still
wouldthere's a lot of information
be invaluable to the new
generally botching the rituals due to lack of in- with any of the components will reproduce the cultists. With enough searching, a number of
formation. Any spells cast in this room will be effects of a random arcane spell of level up to spcllbooks can be found containing a total of
warped in some demonic way. 3rd, in the least beneficial way. 2d4 spells.
©2011 Tom Livak, Released under Creative Common Attribution-Share Alike 3.0 License (http://crcativccommons.Org/liccnscs/by-sa/3.0/)
Halfling Lord Dulally's Hall
Lord Bunco Dulally is known as an eccentric.
He has built a modest hole just outside of the
halfling settlement. He loves to hunt and fish
and keep fruit trees. The land is a quiet place on
the edge of a "quaint" old forest with some boar,
red deer and elk in abundance. The nearby
river it teaming with trout. The owner parted
with the property for a very reasonable sum.
This pleased the thrifty lord Dulally.
king's right hand man has the key. The hinges are on the north side and the door opens opulence of the halfling's hall. The king came to
see the hall for himself and decided that it
into the bed chamber. The door is very heavy and bound with iron. Anyone listening at the
door will note sniffing and growling coming from the other side. would be site of his court. The goblin king didn't
Bed Chamber: A secret door opens into a passageway that leads into the service area. like the airy and sunlit front rooms of the
The goblins have managed to force a large bear into this room. They feed it the occasional halfling's hall and decided on some
slave or captive and torment it with sticks for fun. The bear is hungry and injured and thus redecorating. He had his minions and slaves
very dangerous. It will attack any creature on sight but is afraid of fire. dig a proper goblin lair into the hill, connect
Study: The goblins have a guard room here. 10 goblins will be found here at all times. several of the pantry rooms together and moved
in with his warband and females.
They have collected lantern oil, tinder and torches here to deal with any intruders coming
from the drawing room. The guards all have spears and crossbows.
Goblin Kings Lair: The goblin king with several his strongest warriors (full hit dice), his The druid can be found near the goblin's lair
harem and a shaman reside here. The shaman has a bone club with a +1 enchantment. and hall
may asbeone
willing to help the PC's break into
the his bear friends has been
The goblin king has a very nasty war dog chained by the large comfy chair he has taken up
captured and is slowly being taunted and
as a throne. He has moved most of the furniture and all of the treasure from Lord Dulally's starved to death by the goblins for their sport.
hall into this room. The goblin has also attired himself in the finest clothes of the halfling
He doesn't know much about the layout of the
lord. The goblin king has had the remaining ale, spirits and tobacco from lord Dulally's hall however. If attacked in the daytime, the
stores brought into this room and sitting behind his throne. The war dog bites anyone
except the king who tries to get near to the stores. The dog is almost never surprised. entire tribe of 100+ goblins will be present. If
attacked at night at least 1/3 of the tribe will be
Pantries: The majority of the goblin tribe has taken up residence in these spaces. They've out hunting, raiding or gathering tribute from
consumed most of the stores and are using the various crates and barrels for furniture. The
linens, curtains and useful materials from the rest of the hall have been dragged into these other humanoids. The goblins have managed
to find the secret corridor from the service area
rooms and can be found torn and mounded up in places where the goblins sleep. 1d12 - 1
goblins can be found in any of these rooms. Little else other than filth from the goblins can to the Bed Chamber but don' use it since the
be found in these rooms. bear is being kept there.
Kitchen: The goblins prepare their grisly meals here.
Service Entry: The goblins have 10 guards posted here with crossbows, oil and torches. Blog of Lairs
Map made with Dungeonographer.
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Encounter Map
Desert Temple - Shift Sands 0
6 C D X
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j k l MtKJ.6nf.kj
ft s I £ V w X
If the scorpions block the lizard's escape, the campaign may end
there, unless the players can talk their way out of the already
sticky situation with the Lord of the Sands.
Skills to be used:
Acrobatics: To negate a scorpion's attack if a character passes
over a threatened square.
Athletics: To climb up the ladder to the top of the dune lizard.
Two checks are necessary to climb the full length of the ladder.
Bluff: Use after making a successful Insight Check. Deny an
opportunity attack granted by a burrowing scorpion.
Endurance: Increase your base speed by 1 this and take a -1
penalty to all defenses this turn.
Insight: Use this to locate the nearest buried dune scorpions to
use a bluff check to deny their attacks.