2022 Compendium
2022 Compendium
When the theme was chosen for this year’s contest, it was kept deliberately open-ended:
                                       Wonder
With multiple meanings and applications, this theme could be interpreted in vastly different
ways. Some entries inspired wonder. Some entries invoked wonders of the world, both
existing and imagined. The theme winner, “Princess Ivy’s Incredible Island of Dreams”
by Scott Parker, used wonder as a game mechanic, allowing you to make your imagination
real. Well done to all who used the theme as a prompt.
In discussions for the winners’ circle, the overall winner, and the runner-up, there were
three contenders that stood out with high scores among the judges. The debate on which
would take the top prize, which would be runner-up, and which would join the ranks of
the winners’ circle went on for quite some time! The judges placed a critical eye on all the
elements. They went back and forth with their deliberations. At the end of the day, they
settled on two dungeons as the runners-up: “Tomb of Gilgamesh” by Edoardo Leo, and
“Tunnels of the Terran Titan” by Matt Latura. The overall winner of the dungeon contest
is “Small Medium Large: At Sword’s End” by Mukul Gupta.
This year also introduced a youth category with four submissions. These were a ton of fun
to read! “Geldradin” by Zo Tchangov was the funniest dungeon with the coolest dragon.
“Squirrel Planet” by Lina, Hendrik, and Joaquín had the best use of space chickens and a
great team entry. Redwyrmling brought us the best traps and use of fart gas in “Thieves
Guild Training Dungeon”. With a fun adventure and clear map, the winner of the youth
category is “Camp�ire Story” by Kathryn R.
Congrats to all who entered the contest. Completing and submitting an entry to the One
Page Dungeon Contest is no trivial task. Even if you have a great idea, there is a lot of work
in the follow-through. Writing the content, creating the artwork, and planning the layout
all need to go into a successful submission. Not to mention the editing and revisions! The
skills and efforts you placed into designing your one-page dungeon are a stepping stone for
publishing larger creative works down the road.
Big thanks to the judges for their hard work. Thank you to Aaron, Chad, Cheryn, and Martin
for being our judges in the 2022 contest, and to Jim for taking on the task of quali�ication
judging. The commitment and dedication you have put into reviewing the entries have been
inspiring. On behalf of myself and all who submitted entries, thank you.
Take your favorite dungeons and play with them however you see �it. Play them at home
or live stream them out to the world. Run them as is or expand them to better �it your own
world and games.
Again, congrats to all participants. I invite all to return next year for the 2023 One Page
Dungeon Contest. I can’t wait to see what you come up with next.
      -   Todd
                          Judges
                                          Martin Thomas
Martin has been playing tabletop RPGs since 1981 and is currently running two D&D campaigns, includ-
ing a Moldvay Basic campaign for his 12 year-old daughter and her friends (plus one dad). He blogs about
TTRGPs, and sometimes comics and Star Wars, at https://daddyrolleda1.blogspot.com/, where you’ll also
find a link to his shop with exclusive TTRPG designs on clothing and accessories.
                                           Chad Vanisko
Chad is old school because he lived it. As a veteran elder, Chad is a surveyor of games from the ‘70s, ‘80s,
and beyond, and relishes in all genres of TTRPGs. When he isn’t too busy creating evil clerics, fire-breath-
ing chickens, and Minotaurs with god complexes, Chad enjoys sharing all variety of arcane and nerdly
knowledge with his fellow roleplayers.
                                            Cheryn Rapp
Cheryn Rapp is an artist, writer, and the operations manager of Goblins and Growlers, a content and
events business focused on building inclusive community through tabletop gaming. The games she writes
tend to skew non-traditional, and her favorite projects usually include elements of map design and illus-
tration or collaborative world-building that allow her to work with other writers and artists.
                                          Aaron Minnick
Aaron Minnick is a programmer and musician living in Portland, OR. His nerdy hobbies include TTRPGs
and board games, reading sci-fi and fantasy, listening to actual-play podcasts, and indie video game devel-
opment. As a ‘forever-DM’, he has read through and run dozens of dungeons, many of his own creation.
                              Additional Support
                             Jim Reavis - Quali�ication Judge
Jim is the co-founder and CCO (Chief Creative Officer) of Spiel Knights. He has been playing Dungeons
and Dragons since 2nd edition, and also has experience in GURPS, Mage, Vampire, Werewolf, and Path-
finder. Jim is a published author who enjoys reading George R. R. Martin, Terry Goodkind, and Brandon
Sanderson.
verb
  : to be in a state of wonder
  : to feel surprise
  : to feel curiosity or doubt
adjective
  : exciting amazement or admiration
  : effective or efficient far beyond anything previously
        known or anticipated
Overall Winner
    Small Medium Large: At Sword’s end                    By Mukul Gupta
    Sword’s end valley is in turmoil. Big things are small, tiny things are gargan-
    tuan. The PCs are tasked to investigate a magical relic located nearby as the
    possible origin of this tricky situation.
Runners Up
    Tunnels of the Terran Titan              By Matt Latura
    Somewhere below a swampy woodland is a strange, wonderful place that sits be-
    tween two worlds. There are substantial treasures and other rewards to be had
    there, but be wary! There is more there than meets the eye and sites of great won-
    der go hand in hand with creatures of great ambition and power.
Theme Winner
    Princess Ivy’s Incredible Island of Dreams                   By Scott Parker
    The delinquent Princess Ivy snuck into the palace vault and stole the Dream Amu-
    let. She has now fallen into a magical sleep and the only way to wake her is to enter
    her dreams. Let your imagination go wild as you travel to Ivy’s Incredible Island of
    Dreams, unravel its mysteries & �ind the Princess.
Youth Winner
    Camp�ire Story          By Kathryn R.
    After a camper and their councilor go missing into the mysterious forest, your party
    and the remaining campers may uncover the secrets of the camp.
Winners’ Circle
Chest of Krinnim                                      Tatu Niittykangas
Honorable Mention
School of Chalk                                       Connor
                                                      & Evan Murphy
                                                            The inner sanctum of the       The naiad is not fully sane and will
                                                            temple, open on two sides.     attack anyone attempting to take her
                                                            The walls are decorated with   water unless she is defeated or given a
                                                            reliefs of protector naiads    substantial, pleasing sacrifice (she loves
                                                            and apsaras (the caryatids).   beautiful things). May not allow the
                                               The viewing gallery, open on two sides,     party to leave. This naiad/apsara was
                                               looks down into the well chamber. Was       worshipped as a god and can be quite
                                               used in sacred ceremonies in the past.      powerful, charming characters to turn
                                                                                           them against each other, summoning
                                   The naiad's well. As deep as you want it to be. The     more caryatids from the walls of her
                                   wooden structure to draw water out is nothing but       lair, healing or poisoning with her water,
                                   dust. Chamber is 40' high.                              and even creating or destroying water
                                                                                           within the bodies of the living.
       https://creativecommons.org/licenses/by-sa/3.0/
                       THE CARDINAL’S GUARDSmEN v21 John W. Vogel Jr. 2022 http://creativecommons.org/licenses/by-sa/3.0
Cardinal Richelieu was certainly ruthless, but also brilliant and devoted to seeing France become preeminent. As a member of his elite guards, you serve
him in all matters necessary for the security of France. The King’s Musketeers are brave idiots who will get in your way as often as not. Vive la France.
CAMPAIGN SET UP: France begins the war unprepared because of the Queen Mother’s fiscal mismanagement. Place three markers (armies) of their color,
on each Spanish/Imperial (ochre) and English/Huguenot (red) city, but none on French (white) cities. Arrow symbols (colonies) count as cities.
CAMPAIGN SEASON (GAME TURN) ORDER 1. At the beginning of each season, roll for a random city, and place 1d3 friendly armies on it. The GM moves (in
any order he chooses) all the armies in that city (only) and all armies outside of cities, 1d6 hexes toward the nearest enemy city or army (dice if 2+ are
equally close). Note: Red and ochre are not enemies, but cannot stack with each other, nor enter each other’s cities. 2. After army movement is complete,
the PCs can move as many hexes as desired, and must roll for encounters (see below) in each. 3. After PC movement is complete, enemy armies in the
same hex battle. Each side rolls 1d6, +1d6 if it has the most armies, +1d6 if defending a city, and the French (only), +1d6 if one or more PCs fought a
successful battlefield encounter (one bonus only per campaign battle) in that hex in the same turn. The side rolling the highest single die wins. The loser
immediately retreats 1d6 hexes toward the nearest friendly city, and loses half of his armies present (round up). If the highest dice are tied, both armies
lose one third of their forces (round up) and are locked in position, to fight again next campaign turn. Opposing armies in the same hex cannot otherwise
move. A city occupied only by conquering armies changes to their color. 4. The season ends when the pcs stop at an inn (anywhere except at sea) and heal
all wounds. No other method of healing is available. A PC chirurgeon may be able to keep dying characters alive by a skill test after each encounter roll.
ENCOUNTER TABLES: Roll 1d20 each time the party enters (or continues to explore) a map hex. A roll of 1-4 is an encounter, based on the tables below
(i.e., a roll of 3 on the battlefield is an Artillery Barrage) 5-20 is always no encounter. Pistols: As heavy crossbow, one shot per 2 turns; ignores armor.
CITY ENCOUNTERS: 1d12-2 civilians will run, join in, or scream. Roll 1 on 1d6 each turn, for the Watch to appear. They ignore encounter #1. Plus:
1 Primary Agent of His Eminence: Roll 1d6. 1-3= A Black Widow (assassin) with a poisoned dagger. She flees if beaten, but carries a carte blanche which
states “For the good of France, the bearer has done what has been done. /s/Richelieu." (this note can get you out of any scrape, once). 4-6=A Living Blade
(extremely skilled swordsman). If you meet either, roll 1d6: 1=His Eminence wants you killed (for now, if you survive, he goes on to other concerns) or 2-
6=The Widow/Blade sends you to a random city to kill someone who knows too much. These tasks bring no reward, but keep track of them. Each time you
roll for an encounter in a city, you then roll 1d20. If you roll less than your total outstanding “assignments”, your life is ended by a glass of poisoned sherry.
2 King’s Musketeer: If met in a French city he will duel, if possible. In an enemy city, he becomes a loyal ally, until he sees you do something dastardly.
3 Footpads: 1d8 ruffians armed with clubs and daggers. Poor fighters, but twice as likely as normal to attack from surprise.
4 Double Agent of His Eminence: Deliver his message to a random enemy city, then immediately place 1d3 surprise French armies in any unoccupied hex.
WILDERNESS ENCOUNTERS: All of these are with a pack of 1d8 brigands or starving wolves (pirates or sharks at sea; use a map of ships in a boarding
action, a dinghy, etc.). Defeating or foiling them has a chance (roll 5-6 on d6) to yield one of the following treasures:
1 Masterwork Blade or Pistol (50% chance of either): Half buried or otherwise concealed. Roll twice when attacking with either and take the best result.
2 Faithful Hound: Starving. If nursed back to health, equals a maximum strength wolf; loyal to the death.
3 Embarrassing Diary: Take it to Paris to get (1d12 + any number, your choice) x 1,000 crowns. If you roll 13+, the target panics and has you killed, no save.
4 Dead Secret Agent of His Eminence: Information carried, if returned to Paris, guarantees France victory in the next battle (only).
BATTLEFIELD ENCOUNTERS: Where opposing armies are in the same hex. You encounter 1d8 Reiters, pikemen, fantassins, etc., plus:
1 Dying Officer: His father is a wealthy noble from a random French city. Deliver his son’s unmailed letter to him for 1d6 x 1,000 crowns.
2 Soldier of Fortune: A “loyal sellsword”, he joins you, but save or he demands half every time you get money. This can be a Native Ally in the New World.
3 Artillery Barrage: Each turn a cannon ball drops in a random direction 1d20’ from a random PC. All characters within 5’, save or take heavy damage.
4 Marshal: Roll 1d6: 1-4=A French Marshal under attack; he commissions you an ensign if rescued. If already commissioned, he promotes you (ranks are
ensign, captain, major, lieutenant colonel, colonel, and general). A PC general can hire mercenary armies (black 5mm dice) for 10,000 crowns, each, in any
city. Mercenaries travel with their general and fight enemy armies but only fight one battle each turn. If they enter a hex containing enemy armies, they
must stop moving for the turn. They can stack with/fight alongside French armies. Mercenaries allow their general to avoid most encounters (if desired),
but NONE OF THE Cardinal’s agents. 5-6=An Enemy Marshal and his army’s colors. Capture them, and France wins the battle automatically, (no battle result
roll). The Enemy Marshal also makes the campaign WAR WEARY: All troops, mercenaries, agents, etc., encountered in the future are raised by one level
(whatever that means in your system), as the troops get nastier, and all treasure gained is devalued by 10% cumulative, as the economy crashes further.
       Wonder Heist
                                                                                                                     A One-Page Dungeon by Carles Hernandez-Ferrer (2022)                                                 How to play?
                                                                                                                                                    http://kuragari.xyz                                                   The players might choose to play as guards of the museum or as the
                                                                                                                                                                                                                          culprits of the robbery. In any case, they will be playing during the
                                                                                                                                                                                                                          evening of the inauguration of this special event. The thieves have
                                                                                                                                                                                                                          sent a letter to the museum's general director. In, the letter, they
The Imperial Museum of Ancient Oddities is celebrating its two-hundred and twenty-fifth anniversary. For such an occasion, the museum prepared for display the seven                                                      explain that three wonders were picked to be stolen, and they even
wonders the imperialists stole from multiple lands a thousand years ago. This exceptional situation has raised the attention of an international band of white-collar thieves.                                            tell one of their targets (pic randomly 3 of the wonders as the target
                                                                                                                                                                                                                          of the thieves and let know one of them to the guards).
  Main Floor                                                                                                                                     The Dark Crystal
  Description: A big hall was set to welcome all the dignitaries,                                                                                Description: A composition of five small floating crystals.          1   Playing as thieves
  members of the novelty, and renowned intellectuals. A cocktail                                                                                 Several investigations realized that it radiates some sort of
  party is given here for all the attendants.                                                                                                    energy signature. No effect was observed to its short time               Using the right column, the one with rounded boxes with information
  Extra: Members of the museum security forces are guarding                                                                                      exposure, but no research was done to assess its long-term
                                                                                                                                                                                                                          on each wander, the players can prepare their heist. The players have
                                                                      A
  the big two entry doors and checking the invitations. The team                                                                                 impact.
  deployed here is not paying proper attention to their job.                                                                                     Material: Unknown.                                                       an inside source that provided them with invitations to attend the
                                                                                                                                                 Size: A total of 6 ft. tall and 4 ft. in diameter.
                                                                                          A                                                      Weight: 11 pounds in total.                                              inauguration for half the party. Their goal is to steel the three
                                                                                                                                                                                                                          wonders required by the game-preparation step and avoid as much as
  First Floor                                                                                                                                    Marenostrum
                                                                                                                                                                                                                          possible any issues with the guards and the guest. The general
  Description: The museum placed two experts in
  crystallography to entertain the visitors, but they only care
                                                                                                                                                 Description: It is said that this large container can perform        2   information on the square boxes on the left is revealed to the players
                                                                                                                                                 arithmetic operations faster than any living being.
  about their research and they are focused on the wonder.                                                                                       Unfortunately, scholars do not know how to operate it,
                                                                                                                                                                                                                          once they move and interact with each room. After stealing each one
  Extra: An extraordinary system will reveal any living                                                                                          although they know a power source is needed but lacking.                 of the wonders they planned to, roll for a complication in the
  creature that moves close (within a ring from 5 to 1 ft) to the
                                                                      B                                                                1         Material: Silicon.
                                                                                                                                                                                                                          "Complication for the thieves" list. The inside source can give some
  Dark Crystal, even if it is invisible.
                                                                                      B                                                          Size: 10 ft. large x 5 ft. wide x 5 ft. tall.
                                                                                                                                                 Weight: 16 tones.                                                        of the extra information to the thieves so they can prepare in advance
                                                                                                                                                                                                                          for the heist (in other words, to lower the difficulty for the players).
  Second Floor                                                                                                                                   A3
  Description: Two special members of the museum, some sort                                                  2                                   Description: Its name means "past", "present" and "future",          3   Complications for the thieves
  of scholars, attend to the visitors claiming to be experts on the                                                                              but in an extinguished language. Each of these glass cylinders
  gigantic monolith. It is a lie.                                                                                                                encloses an amalgamation of threads of light and dark. Looking           Roll a d6 to generate a complication: 1) The next wonder is protected by some
  Extra: The museum says it is inert, but the Marenostrum is                                                                                     at the patterns of the threads, some experts can entangle past           sort of unusual spell or unknown technology by the thieves; 2) Museum's
                                                                                                                                                 events. Further research may lead to understanding future
  held within special protection because touching it with bare                                                                                                                                                            guards are taking the lead and a small battalion is waiting for them when the
  hands burns the shin of any living creature (or metallic
  constructs) because of the bolts of lightning it emanates.
                                                                      C                                                                          events and preventing future disasters.
                                                                                                                                                 Material: Glass.                                                         thieves get to the next wonder; 3) The information provided by the Museum
                                                                                  C                                                              Size: 12 ft. tall and 2 ft. in diameter each.                            was wrong and one of the wonders they planned to steal is misplaced (switch
                                                                                                                                                 Weight: 2.5 tones each.
                                                                                                                                                                                                                          one of the wonders with any other one still in the museum); 4) The inside
                                                                                                                                                                                                                          source has its agenda and will help the players but then try to get one of the
  Third Floor                                                                                                                                    The lucky swarm                                                          wonders to themselves and disappear; 5) One of the guests is a military expert
  Description: During the magnificent event, a short conference                                                          d                       Description: These little phosphorescent fishes are said to          4   and will combat the thieves with unexpected techniques; 6) After one of the
  on astrology and its pass-through history is held at this level.                                                                               bring luck to their owners. Unfortunately, no experiment could
  The conference is unexpectedly and irritatingly long, gathering                                                                                prove or deny this statement since they were studied by The              wonders being stolen, the guards have set a new set of traps to protect the
  even more people in the room of the wonder.                                                                                                    Profesor (who became a known biologist after their                       remaining wonders.
  Extra: Few members of the security forces are here, in
  contrast with the crowd that is interested in the art of reading    d   3                                                                      contribution to the understanding of the mating strategies of the
                                                                                                                                                 hidden mammals of the Shadodark afterward studying these
  the future.                                                                                                                                    fishes).                                                                 Playing as guards
                                                                                                                                                 Size: 0.32 in. on average length, each.
                                                                                                                                                 Weight: 2 mg on average, each.
                                                                                                                                                                                                                          Using the general information from the left column, the one with
                                                                                              4                                                                                                                           squared boxes and with information on each floor of the museum,
  Fourth Floor                                                                                                                                                                                                            they can prepare a plan to protect the wonders and catch the thieves.
  Description: It seems that the guests of the event are not                                                                       e             The Library                                                              They do not know the extra information from the left column, but, as
                                                                                                                                                                                                                      5
  interested in "luck" since few of them are visiting this dark and                                                                              Description: These two large shelves of translucid crystals
  cold space. The wonder's room has few light points and it is in                                                                                contain the voices of all creation. With the appropriate                 members of the security of the museum, but they have all the
  shadows, manly broken by the phosphorescing of the fishes.                                                                                     instrument, scholars were able to select one specific voice, that
  Extra: Almost no security is located on this floor. The Lucky                                                                                  started to explain its own life. Scholars were able to place it 75
                                                                                                                                                                                                                          information from the right column. If the guards protect a wonder
  Swarm is protected by a special and new field that fixes the
  aquarium to the floor. Unfortunately, this field is experimental    e       5                                                                  years ago approximate, according to some historical events               from the thieves, they will flee out and try for the next wonder after
                                                                                                                                                 described by the voice.
  and there are 15% chances that it fails.                                                                                                       Material: Plastic crystal.                                               some time. Roll for a complication in the "Complication for the
                                                                                                                                                 Size: 5 ft. wide x 10 ft. long, and 5 ft tall. each                      guards" list every time this happens. If the guards do not succeed,
                                                                                                                                                 Weight: 18 tones each
                                                                                                                             f                                                                                            they will get a tip of one of the wonders that will not be stolen. Also,
  Fifth Floor                                                                                                                                                                                                             their boss will reveal some of the extra information from the left
  Description: During the event, a couple of families seems to                                                                                   The Veil
  be obsessed with The Library. Although two of the experts who                                                                                  Description: This sheet of unknown fabric has the property to        6   column so they can prepare in advance according to the set-up
  studied this wonder are here to answer questions, they can't
  cope with these two families. Other guests seem more
                                                                                                                                                 let the observer see deceased members of their family.                   security measures.
                                                                                                                                                 Unfortunately, it also generates a hypnotic pattern attracting the
  interested in the questions from the families than in the wonder.                                                                              same observer to it. Those who crossed "the veil" are never
  Extra: A force field protects The Library and if it breaks, a                                                                                  seen again. Not recommended to stay in this room for more                Complications for the guards
  security system closes the doors. Two guards are outside the                                                                                   than 5 minutes.                                                          Roll a d6 to generate a complication: 1) The thieves lied about the wonders
  wonder's room. They might come in because of the insistent          f       6                                                                  Material: Scholars believe it is made from some organic
                                                                                                                                                                                                                          they want to steal and they will leave alone the one announced to the director
  families.                                                                                                                                      material.
                                                                                                  g                                              Size: 10 ft. long x 0.05 mm.                                             of the museum; 2) Instead of acting as a single party, the thieves split and they
                                                                                                                                                 Weight: 16 oz.
                                                                                                                                                                                                                          try to steal two wonders at the same time; 3) The thieves are coming back
                                                                                                                                                                                                                          heavily armed and they will tear down anyone that tried to stop them; 4) At
  Sixth Floor
  Description: Few people visit The Veil, it seems to create
                                                                                                                 7                               Tears of Sun and Moon                                                    some point, there is a malfunction in the museum that helps the thieves and
  some uneasy feeling in the guests. On the other side, groups of
  people come and go from The Tear's room. At some point,
                                                                                                                                                 Description: While the Sun's tear emanates high levels of
                                                                                                                                                 heat, the Moon's tear absorbs surrounding heat. It is unknown
                                                                                                                                                                                                                      7   slows the players (such as the lights go out, the fire fighting system goes on...);
  during the event, two kids are injured because of the fire and                                                                                 why or how those two tears levitate. One must move in cation
                                                                                                                                                                                                                          5) One of the guests is taking the opportunity to steal one of the wanders,
  the cold of the tears.                                                                                                                         to avoid burns either by heat or by extreme cold.                        although it is not a member of the thieves; 6) One of the guards is a member of
  Extra: Two pairs of guards, are guarding The Veil, The Tears,                                                                                  Material: Although scholars know both tears have a metallic              thieves and will attack the players in the worst moment for them.
  and this floor. They do not talk, they only march, and they take                                                                               origin, no known metal is light enough to explain the weight of
  more time than needed in Tears' room, while less than expected                                                                                 the tears.
  in Veil's one. No traps or advanced security settings were
  deployed here.
                                                                      g                                                                          Size: 1.2 ft. tall and 0.65 ft. in diameter each (as a cylinder).
                                                                                                                                                 Weight: 35 oz. each.
                                                        Dark times at St. Mugrunden Abbey! Abbot Van-Wolff, ever experimenting with the dark arts, has triggered a
                                                        devastating Portal mishap. An explosion of energy has vanished an entire segment of the underground temple leaving a bottomless pit. Worse,
                                                        the portaled earth and stone has reappeared over the main abbey destroying the structure with its sudden violence. Locals have attempted
                                                        several rescue missions but few return. Those that do report of walking undead, Monsters and the echoing laughter of the Mad Abbot!
                                                        Adventures wanted! Explore the dungeon beneath. Rescue any survivors and report back on the fate of Abbot Van-Wolff and his minions!
                                                   Little and nothing is known of this mausoleum, nor of the elusive Alicarnassus. Some scholars argue that the name was of an
                                                   ancient emperor buried here, others that it was the name of the city where once it stood, now lost in time. What is certain is that
                                                   none of the grave robbers who entered it re-emerged alive. So all the treasures that should be inside may still be intact ....
                                                                                                                                                                Random Encounters (1d8)
                                                        8: Statue’s Ramp                                                                                        (every 10 min or if the PC’s make some noise)
                                                        A strange hollow is easily noticeable in the                                                             1   A rat runs away and hides. If the
                                                        ceiling from the ramp's end. If the Chariot Pin                                                              Characters are in the False Tomb,
                                                        is inserted, the altar with the Fake Tomb will                                                               it disappears under the altar.
                                                        move revealing the ramp to the True Tomb.                                                                2   A scavenger (2HD). Armed with a
                                                                                                                                                                     knife (d6). 1 on 10 they have some
                                                                                                                                                                     treasure (1d10×10 GP)
                                                                                                                                                                 3   A vengeful spirit clad in ancient
                                                                         8                                    7: True Tomb                                           armor. Try to steal a PC soul and
                                                                                                              The Emperor's true tomb. All the treasures not         run away.
                                                                                                              found in the previous rooms are here, plus         4   1d6 Stone soldiers 4HD, armor as
                                                                                                              1000 GP. The armor of the Emperor can be               mail and shield, spears(D6). Will try
1: The Colonnade
On each column a statue: a mounted warrior                                                                    removed from their body, but it’s cursed. If           to scare away the PCs
with a spear or a supplicant bringing offerings.                                                              worn, transform the wearer in a stone golem.       5   Hernest Brendbury (famous goblyn
If a creature moves between the columns                                                                       The Emperor themselves is a stone golem in             explorer). Knows the secret to
without an offering, the warriors will hit with                                   5T                          fact. If disturbed, they rise. Not angry. Just         unlock the True Tomb. Is searching
their spears (d6).                                                                                    4       disappointed.                                          for the Chariot Pin
Blood splatters everywhere.                           1T                                                                                                         6   Leonine Statue 6HD, armor as
                                                                                                                                                                     mail, stone claws (D6). Will animate
                                                                  6
                                                                                                                                                                     and attack. Can be distracted with a
                                                                                  3T              2                                                                  spherical object
                                                                                                              6: False Tomb                                      7   Spirit of a deceased scavenger. Will
2: The Entrance                                                                                               An altar with a sarcophagus in a richly                give a random information about
An old man sits near the door. Offers the secret                                                              decorated room with mosaics. The                       the mausoleum, then disappear
to enter the mausoleum without being stabbed
                                                        7
                                                                                                              sarcophagus contains a deadly poison that          8   Pin Golem Omen: loud crashes and
by the statues in exchange for something the                                                                  spreads in the mausoleum if opened and clears          thuds coming from the Upper
PCs keep dearly.                                                                                              in 3 days.                                             Floor.
Will steal from the PCs if ignored.                                                                           An offering can be placed on the altar. The
If he receives something he runs away.                                                                        statues will not attack who placed it.
                                                                                                                                                                Treasures(1d8)
                                                                                                                                                                (Roll for T on the Map)
                                                                                                                                                                 1   A gem encrusted chariot figurine
3: Vestibule                                            4: Ramp Trap                                          5: Upper Floor                                     2   A golden military insignia
Two giant warrior statues clad in stone armor           The Pin Golem will send a Boulder rolling from        The Pin Golem, a monstrous construct of metal      3   A light and sturdy stone weapon
guard the two entrances (5HD, armor as plate            the top if PCs try to go up. The boulder is visible   and flesh, roams this room, as eternal guardian    4   1d100 shiny silver coin
and shield, great spears (d8)). They are                from below. Save to Dodge or take 4d6 damage.         (8HD, armor as plate, metal fists (d8).            5   A little figurine silently weeping
impervious to physical damage. Both will                The Boulder will always kill every kind of statue     Embedded in it’s chest, the Chariot Pin. If the    6   A golden harp: sound make animal
crumble if the Chariot Pin is inserted in the           it hits. This will happen only 1 time a day if the    golem falls into the hole in the room, it dies         cease to fight (even stone animals)
ceiling (8).                                            Pin Golem is not destroyed.                           instantly, shattering.                             7   The Favorite veil: take a feminine
                                                                                                                                                                     appearance
                                                                                                                                                                 8   The Emperor Signet: summon a
                                                                                                                                                                     stone soldier.
                                                                                                                                                 http://creativecommons.org/licenses/by-sa/3.0
                                             The Noisy Barn by SDGibson
The Noisy Barn begins as a member of the Dharnast town guard asks the characters for a simple favor. “Widow
Jenkins has been complaining about strange sounds in her barn,” they say. “Help her for me, and I’ll owe you one.”
Outside the old, battered barn, players see a well. Cobblestones lead from it to the open barn door. A long, heavy
plank or bar rests on the ground south of the door. Inside are five stalls, boxes, bales of hay, and a tall pile of straw
at the eastern end of barn.
Set Up
    1. Pick an appropriately difficult dragon wyrmling. Adjust its statistics to challenge, not devastate, the party.
    2. Roll 2d6. The first die determines in which stall the wyrmling hides. A “6” places it under the pile of hay
        against the eastern wall. The second result determines which stall has the broken shell of a dragon egg in it.
    3. Roll a d10. Divide the result by two. This result places Widow Jenkin’s plow/riding horse, Rex, in a stall.
Adventure
    1. Widow Jenkins greets the adventurers outside the barn. She has found her courage and explains she has a
        pitchfork. Characters can Persuade (DC 15) or Intimidate (DC 10) her from helping. If asked about possible
        causes of strange sounds, she will eventually say she angered a mischievous Fey decades ago.
    2. Characters hear the whinnies of a panicked horse outside the barn, but no other sounds.
    3. They need to search the barn for the cause of the horse’s panic.
    4. Animal Handling (DC 15) calms Rex enough the horse can be lead outside the barn. Otherwise, as
        characters look in a second stall or at the end of the second round of combat, the horse escapes its stall. Roll
        a d8 to determine the direction it runs. Dexterity (DC 13) lets characters dodge. An unsuccessful roll results
        in 1d4 damage from the panicked horse. The wyrmling considers the horse an enemy.
    5. The wyrmling hisses when approached. Once found, it attacks. If reduced to 25% of its hit points, it flees.
        Roll d6. With an even result, it flees to hide deep in the dark well. Odd, it flies toward the horizon.
    6. If combat lasts more than four rounds, if the dragon uses its breath weapon, or if it damages the barn when
        it flees, the building will wobble for one round. After that round, a DC 13 Dexterity save is required to avoid
        1d6 damage as the barn falls around the characters. Allow characters to innovate, using Strength,
        Intelligence, or other skill checks creatively to prop up the building if they wish.
    7. If they don’t defeat it, characters may see the direction of the dragon’s escape. Members of the town guard
        and Widow Jenkins encourage the party to follow it: “Can’t have that thing growing up close by.”
 Consequences                         Widow Jenkins dies                Widow Jenkins lives
 The barn falls                       Characters are politely but       The town’s attitude toward
                                      firmly told to leave town and     the characters remains
                                      never return                      unchanged
 The barn remains standing            The town’s attitude toward        The town takes up a collection
                                      the characters remains            for the characters yielding
                                      unchanged                         1d100 gp
Optional complications (d4)
    1. Widow Jenkins is a Dragon Cultist. Rather than entering, she bars the party/meal and dragon inside.
    2. No matter how successful the characters’ persuasion or intimidation, Widow Jenkins joins them during the
        second round of combat. Use commoner stats and treat the pitchfork as a spear.
    3. Widow Jenkins worships a god of goodness. Use the priest stat block as she joins the party.
    4. Rather than hiding in a stall, the wyrmling clings to the ceiling of the barn as the characters enter. It drops
        on them and gains surprise.
                                     http://creativecommons.org/licenses/by-sa/3.0
//Background {                                                        //Monitoring Station One {
Researchers on ice planet Theta are running social experiments        [[“An area of the surface shimmers and disappears, revealing a
on the PCs in a simulation with a hard light environment. A           passage into a darkened room.”]]
week ago the subjects were abandoned when researchers were            A light flickers on, the room is sparse. A large steel door is at
ordered to evacuate after a terrorist group (falsely) claimed they    the rear of the room, firmly sealed.
had rigged explosives within the facility.
                                                                      In the room is a wide plastic and steel desk and chair. On its
Now aboard escape vessels in orbit, the researchers await             surface is a coffee cup with multiple-coloured moulds growing in
rescue. But the Sim wasn’t meant to be online this long and now       it. Stamped on the desk’s underside is The Strand logo and
its hardware is beginning to malfunction…                             “MS1”.
}                                                                     On the desk is a tablet computer. When picked up, the screen
                                                                      will light up and unlock. Among the files on it are notes making
//Guidance {                                                          reference to events that could have occurred in the Sim, such
> This content (the “Lab”) is used with a one shot fantasy            as “[PC’s Name]’s quick temper can be used against them” and
dungeon (the "Sim"). You decide where to place each Lab               “I still question if they will find the [Item]?”. Further exploration
location.                                                             of the tablet reveals images showing areas PCs could find ahead.
> Everything in the Lab should be described in magical fantasy
terms: lights are “brilliant fireless sconces”, touchscreen tablets   }
are “wizard tomes of shifting letters”, a Monitoring Station is
akin to a “Technomagister’s workshop”.                                //Monitoring Station Two {
> Apart from the PCs and their equipment, everything in the           [[“That strange shimmering again, as another portal reveals
Sim feels real but cannot exist outside it, where it dissolves        itself… ”]]
unless returned quickly to the Sim.                                   The layout and equipment here is identical to that of Monitoring
> PCs can read the Lab’s language.                                    Station One, though the table's underside is stamped with
> Exit replaces the ending of the Sim.                                “MS2”. A plate sits smashed next to the chair, with fragments of
> Infrequently, at dramatically interesting moments, secretly roll    heavily decomposed food scattered nearby.
1D6;                                                                  The steel door is sealed, but has a small window in it, which
>>>>> 1-3: no error in the Sim occurs                                 looks out to a very dark corridor, concealing arrows pointing to
>>>>> 4-6: roll 1D6 on Tech Errors Table                              places called "Recalibration Chamber" and "MS1".
}                                                                     On the tablet are images of the PCs in stasis before entering
                                                                      the Sim, with their non-Sim names underneath. Investigating
//Tech Errors Table {                                                 the tablet further gives the name of the Sim they are in, and
>>>>> 1-2, Projection Equipment                                       previous Sims, such as "Morgansfort", “The Catcott Collection”,
                                                                      "The Shard", etc.
Exposed hardware. Malfunctioning observation devices.
Futuristic objects and materials.                                     }
Fantasy Suggestions: Smooth and stone-like artefacts of an            //Exit {
ancient/unknown race. Pearlescent blueblacks. Warm to touch.
Clockwork sounds.                                                     [[“Suddenly, everything around you blurs and fractures…
                                                                      coalescing, brightening, disorientating, and transforming into
>>>>> 3-6, Artificial Intelligence                                    what you see before you…”]]
Low resolution, crudely repeating, flickering projections.            The experiment encounters a major fault. Tech Errors PCs
Changes to physical properties of Sim environment and                 encountered earlier should be made obvious. A sterile light
creatures. Illogical choices. Odd speech patterns.                    above an emergency exit winks on. When the PCs walk through,
Fantasy Suggestions: Objects and creatures possessed by               it closes and seals behind them.
daemons. Portals into the magical ether. A cursed place. Crackles     The dark hallway lights as the PCs move through. It’s impossibly
of wyrd energy.                                                       clean, the walls lined with sealed doors above which read “MS13-
}                                                                     18”, “Server Access Corridor”, and “Creative Department”. An
                                                                      artificial voice on a hidden speaker occasionally repeats “This
//Map: MS1&MS2 {        //Map: Exit {           Clarke’s Third Law    facility is being evacuated. Proceed to the nearest Emergency
————————|——|—           ———————————             By Peter Willington   Escape Vessel”.
|║ ■║            |      |          █        |
| ╚═══╝          |      \         ^ ^ /                               In the launch room is a ceiling covered by a pulsing blue wall of
| <>             |        \               /                           light, looking out to the stars. One escape vessel remains. After
|                |          \           /                             getting onboard, the voice says “Please take a seat and relax.
————| |—————                  \       /                               The Strand Corporation hopes you have a great day”. The door
}                              |    |                                 closes, the vessel launches.
                               |    |                                 As an epilogue, use the Background to narrate a lighthearted
                        }                                             “and finally…” ending segment on a local news report.
                                                                      }
                                                                                                   A free one-page dungeon by SIMON CARRYER
•
    sneaking out.
    Chest with a total 25 gold pieces
                                               1. Attacks self with fist.
                                               2. Ear-splitting scream.                7     Transit Room
                                                                                                                                         food though 10 to grating over 5.
                                                                                                                                     •
                                                                                                                                         Hobgoblins, sleep, relax, gamble,
                                                                                                                                         discuss blame for 10's & 5's collapse.
                                                                                                                                         Goblins scurry quietly with food.
•
•
    Poorly-hidden bear traps.
    Pairs of goblins gleefully dump
                                                           5   ft.
                                                                       5 ft.
                                                                                       8     "Throne" Room
                                                                                                                                     •   Orderly beds, tables, chairs.
    rotten guts and waste from 9.                                                      •   Goblin with pewter cup crown, regal
                                                                                           on a ceramic pot throne; demands:         11         Headquarters
3
•
      Goblin Bedchamber
    Sleeping & fighting goblins.
                                                                                           • Two cows to feed to the giant.
                                                                                           • A goat to ride into combat.
                                                                                           • 200 gold pieces of jewels.
                                                                                                                                     •
                                                                                                                                     •
                                                                                                                                         Stressed boss hobgoblin at desk,
                                                                                                                                         calculating giant's caloric intake.
                                                                                                                                         Letter on desk asking for a well-
•   Back wall collapsed, straw beds                                                                                                      fed giant to unleash on town.
    amid the rubble.
4                                                                                          10                                                11
      Kitchens
•   Bored goblins cooking, singing,
                                                                                                                                                   s
    bringing food from outside.
•   Dozens of pots and ladles, fires,
    butchering stations.
•   Stench of meat, blood.
                                                                           9   l
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The Temple of Fastening                                                    The abbess of the Temple of Refastening has tasked the party with retrieving the sacred symbol of her temple, the Bands of
                                                                                                                                                                                                              Fonts EB Garamond and Alegreya from Google, licensed under the Open Font License. 5-room dungeon concept by Johnn Four. Text and map original.
                                                                           Berell. The original Temple of Fastening was built in a cave network, but was later overrun with biran – giant electric beetles
                                                                                                                                                                                                               http://creativecommons.org/licenses/by-sa/3.0, 2022. Background by andreas160578 from Pixabay, rings (edited) by Dari Oberholster from Pixabay
                    a one-page dungeon by Sanni Ovaska – when an earthquake opened up a rift leading to their nest. Now, over 300 years later, the biran mating season is finally here
A. Entry Hall A medium chamber, its walls decorated with stories and the temple will be left free of them for one night. The abbess has given the party a map that shows the upper levels of the
                                                                           temple before its fall. The temple was known for its magical metalwork, which is sure to attract some treasure hunters and
of Berell, carved out of the surrounding rock. A grand arch leads to
                                                                           other adventurers, some of them possibly friendly and others less so. And while the biran are gone, there is no telling what
the main staircase and two smaller openings to the side stairs.
                                                                           other beasts lurk in the dark.
Possible encounters: boss lead-up, boss if they are a person/group.
B. Main Staircase A grand staircase leading down to the F. Guest Hall A medium chamber with a G. Guest Chambers A small set of chambers off to the side of the guest hall,
cloister. Can be in bad condition or collapsed to lead the ceiling so high it’s impossible to see without a with lower ceilings than any of the other chambers but maybe the most detailed
party to the side entrances. Possible encounters: the stairs very bright light source. The room is empty, the carvings. They have been worn down in places but seem to depict a union of two
start to crumble, gap in the stairs, fireflies below swarm. walls covered in dark moss that brings to mind dwarves in marriage. Possible encounters: another adventurer, boss lead-up.
C. Cloister A large chamber with a walkway running rippling clouds. A sound like heavy rain fills the Adventurers Their general attitude towards the party is marked by +/-.
around the perimeter and a severely overgrown garden in chamber, occasionally cut by a deep rumbling.
the middle. The garden is lit up by countless fireflies and at The ceiling is home to countless storm bats, their 1 Religious fanatic, ready to protect this holy place from anyone and anything. -
the center is a grand wishing fountain. Possible encounters: heightened hearing agitated by new noises. They 2 Solo treasure hunter, very suspicious of any other adventurers. -
another adventurer, boss lead-up, plants come alive when swoop down with lightning attacks to hunt or 3 Pair of adventurers, wary but willing to live and let live. -/+
disturbed, fountain houses a spirit or creature, party finds drive away any intruder except biran. The party
treasure.                                                       must find a way through: move soundlessly, 4 Scientist studying the caves. Eager to talk, hostile to attacks on nature. +/-
D. Library A medium chamber that has been taken over distract the bats, pretend to be biran, …                           5 Local kid that was dared to come here. Wants help getting out. +
by a forest of mushrooms after the organic matter stored         5-room     variant   A (boss lead-up)  > D/F  >
                                                                                                                         6 Friendly cave diver, here for the adventure, not treasure. +
here rotted away. The mushrooms come in all sizes and E/G (adventurer) > I (boss) > Conclusion
colours, and many of them give off a faint glow. Some of the                                       Bosses All boss options include a primary boss fight (left) at the altar and a lead-up encounter (right).
mushrooms emit spores that can induce negative effects                                             1 Lone biran, left behind by the others. A guard/weakling. Dead biran, emitting noxious fumes.
(poison, sleep, memory loss, …) and these specific ones are
                                                                                                   2 Necromancer, utilising bodies of perished adventurers. Zombies or skeletons left behind to
initially very difficult to identify. The party must find a way
                                                                                                      Wants the Bands for a ritual.                              discourage other adventurers.
through: identify and avoid, move very carefully, fly, …
E. Chapter House A small circular room built into the                                              3 Sea monster, rising from the waves. Sends giant             Crabs or snakes, spreading out while the
back of the library with a tall domed ceiling held up by a                                            crabs/sea  snakes  after the adventurers.                  biran are gone.
column in the middle of the room. The mushrooms have not                                           4 Temple sister turned adventurer. Also wants to obtain Another adventurer, restrained but not
spread here for some reason. Possible encounters: another                                             Bands for the temple, not aware of the party being hired badly harmed. Probably pissed off.
adventurer , boss lead-up.                                                                            by abbess.
H. Entry to lower levels A tunnel leading further                                                  5 Giant cave worm and its nest, residing on the ceiling of Smaller worms, spreading from the nest.
down into the mountain. A sulphur-like smell wafts out of                                             the altar chamber.                                         Drop from the ceiling.
the tunnel and any who try to enter soon find that the
                                                                                                   6 Rival adventurer(s). Looking for anything valuable at the Lackey left on guard duty. Could be bored,
lower levels are overtaken by a noxious gas.
                                                                                                      altar.                                                     aggressive, paranoid, resentful.
I. Altar A huge chamber, the sides and ceiling of which can't be seen
from the entrance. Before even stepping into the chamber, the party is
                                                                                          Treasures This can also be taken as an opportunity to give the party some personalised loot or potions.
greeted by a briny smell and the sound of… waves? It’s almost like                         1 Pair of palm-sized carved bronze discs. Lets the holders communicate over vast distances.
arriving at a stony shore, with the tunnel leading to a small cliff above                  2 Dagger with an intricate twisting bronze handle. Lightning crackles within the milky white stone blade.
what can only be described as an underground ocean. From the crashing waves
rises a plateau with a stone bridge leading to it and on it, the altar. A statue of a      3 Polished natural stone, deep yellow with white veins through it. Brings good fortune.
beautiful dwarven lady towers high, offering down two interlinked bronze rings             4 Clear crystal bottle with a bronze handle and stopper, moulded into waves. Purifies water when filled.
in her hand. Encounter: boss.                                                              5 Bronze staff with an organic rock-like shape, topped with a citrine fist. Releases a small earthquake when
Conclusion With the boss defeated or driven away, the party can retrieve the                   the fist is struck on the ground.
Bands of Berell and return with them to the Temple of Refastening. As a reward
the abbess offers them treasures made by the sisters at the temple forge.                  6 Bracelet made of two interlinked bronze rings and small red gem flowers. Improves accuracy.
                                    A plush escape       by Jan Bundesmann, CCBYSA 4.0
                                                      creativecommons.org/licenses/by-sa/4.0/
        Imagine being a child again! You enter this marvelous place,             Curious, you are running towards the uppermost box. It is at the
        your favourite toy store: To your right there are tons of sweets,        rooftop and you can see that someone built a toy city outside the
        behind them you spot matchbox cars. Your glance wanders to the           windows. Inside there is the most complete zoo of plush toys you
        right and you catch sight of... is it legs? Huge, tall legs? Following   have ever seen.
        them upwards you recognize this thing as one of the robots you           Now, let’s travel in time! Humans don’t exist anymore and
        know from the telly. But this huge hall is not everything. Above         the mall where the toy store is located is in the hand of living
        the head of the robot guardian you spot hanging chambers. They           plush toys. You play a group of plushies that just awakened in
        are filled with even more toys. There is a tube connecting them.         the uppermost room. Together you progress through the store
        And another one leading even further upstairs. On one box a gi          and eventually you will have to decide:
        gantic teddy bear sits and watches the scenery.                          Is this a place to stay or do you want to escape?
           A glass box at the rooftop of the mall with a great view over the city. A door       2
           would lead to the rooftop, but it is locked. There are dolls and plushies. Next
                                                                                                        This room has two doors leading to the up
           to the entrance there are two wire baskets. They held the blue tigers, that now
                                                                                                        per and the lower tube, respectively. Both
           reside in room 3. A ramp leads to the lower levels.
                                                                                                        were ”enforced“ by lego bricks. Originally all
           A pink elephant, Doroteo Citarella, can be found here at every time. He
                                                                                                        the things in here were packaged. Waves of
           has developed a taste for washing powder and is now addicted. He mistakes a
                                                                                                        plushies, however, have ravaged the place.
           toy washing machine as a real one and keeps looking for the washing powder
                                                                                                        Boxes are torn open and the doors have been
           inside.
                                                                                                        dismantled to a large extent.
                                                                                                                   3
4
                                                                                                                        This room was full of sci
    Lair of the Grizzly                                                                                                 ence toys: chemistry boxes,
    Blooddrop        Associ                                                                                            construction sets, basic elec
    ation, led by W’n, a                                                                                                tronics. There are two doors:
    rather large teddy bear,                                                                                            one to the tube and an exit to
    very brutal. With his                                                                                               the upper level of the mall.
    gang he is terrorizing the                                                                                          Both doors are locked now,
    toy store.                                                                                                          since this room is the base
    W’n’s right hand is Bun                                                                                             of the Société des Tigres
    Kosal, a red fox with a                                                                                             Bleus. They occupied the
    white belly. He is not                                                                                              room right in the beginning
    originally from the store                                                                                           of the takeover. Then they
    but has been left there in                                                                                          started some experiments.
    favor of a new toy, a blue
    tiger.
                                                                                                                        5
BUT HOW?
                                                                           the heroes about his secret clown figurine in the Snake Charmers
                                                                           wagon (5) and that it offers protection against Sally. He can also hint
  The heroes encounter Sally in the Big Top tent (7) where she has         that Sally can see through the eyes of the soul-less artists.
just opened a vortex and called the devil to sacrifice the two               3 Artists tents: Simple living quarters for the artists. They are:
townspeople. The heroes can:                                               Knife thrower, Fire eater (and breather), Acrobats (fast and deadly
  1) Fight Sally and the artists she draws into the fight. If they         hand to hand), Strong Man, Tall man (on stilts), Juggler (juggling
       push her into the vortex, the devil devours her, and the vortex     exploding balls). Encounter them around the grounds, alone or in
       closes again.                                                       groups. In a larger, dark tent – a ventriloquist with his wood golem
  2) Or – they can place the True-Speaking mirror from the                 doll shouting insults from the shadows. The ventriloquist can imbue
       fortune tellers’ tent (1) before the vortex. When the devil         charm or fear in the minds of the heroes.
       arrives, the mirror speaks its true name and the devil is
       destroyed, ending the pact, and closing the vortex.                   4 Animal wagons: Holds the following animals: Brown bear, three
                                                                           tigers and an elephant. A caretaker stands idly by.
WHO ARE WE DEALING WITH?                                                     5 Snake charmer: Inside the blind snake charmer sits on a stool. A
   Sally Lennox (circus director): Female dwarf (also performs as          basin covering the floor wall to wall holds a slithering mass of
The Bearded Lady on show-nights). She is a skilled mage. She can           poisonous snakes. On the other end on a small shelf there is a potion
see through the eyes of the artists and can command them to do             (control snakes) and a small clown figurine imbued with a Divine
simple tasks (attack, capture someone, make coffee etc.)                   Light charm.
   Liston Lennox (clown): Male dwarf, Sally’s brother. Soul intact but       6 Sally Lennox’ wagon (the circus director): Is a mess of books
lives in terror. If approached with kindness and display of good
                                                                           and scrolls. Investigation will learn the heroes up to three things: 1)
intentions he will help. Threats or hostility will not work.
                                                                           She controls the artists and can see through their eyes 2) Her low-
   Circus artists and animals: All are soul-less holsters walking
                                                                           level magic will be negated if the target holds a Divine Light charm 3)
around with bleak expressions. They hold on to a fraction of their
                                                                           To destroy a devil you must speak its true name.
lives by performing the acts they did in the circus. But in a
mechanical, emotionless way. Sally controls them.                            7 The big top tent (endgame): Sally stands here with the tied
                                                                           down captives. She has just created a vortex and summoned the
                                                                           devil. The devil is approaching to receive its sacrifice of souls.
                                                                             When fighting Sally will use magic and avoid close combat. She
                                                                           will also summon artists to fight the heroes.
                                                                           THE END
                                                                             If Sally is pushed into the vortex, she is devoured by the devil and
                                                                           the vortex closes. The captives are free, and the town will reward the
                                                                           heroes with a little silver, gratitude and a celebration in their honor.
Tainted water,
a promise made,
tears of a
                                         a
daughter,
five teeth arrayed."
The shaft is at least five feet wide lined with                                                                             10-13               Slime/Ichor
bricks. The shaft is 60' deep but somewhere                                                                                 14-20                 Caretaker
near the bottom the shaft passes through an
invisible gate that leads many miles below
the surface. The shaft widens as you reach                                                                             Slide: Loose debris, a wet patch of pebbles,
the bottom.                                                                                                            or a badly carved step causes you to slip. Test
                                                                       5                                               your preparedness. You waste 30 minutes or
2 Garbage The bottom of the shaft is                                                                                   more holding your place.
cluttered with debris, and various bones. If                                                                           Monk: An ornamentally dressed individual
any significant amount of time is spent                                                                                sits in a alcove, meditating. Does he offer
searching the rubble you may find an odd                                                                               wisdom, trinkets, or a mental battle?
coin or mundane item like a blood stained                                                                              Thieves: These pilferers try sneaking,
dagger.                                                                                                                spying, and taking advantage of bad
                                                                                                                       situations. They could be carrying valuable
An oversized door heavily banded with iron                                                                             stolen goods from the underworld.
is the only other thing in the room. It doesn’t                                                                        Bandits: Being direct, they approach the
appear to be locked.                                                                                                   party demanding goods. They are armed
                                                                                                                       smartly with short swords and hand
3 Through the Door Through the door                                                                                    crossbows.
you see a faint glow, and carved steps lead                                                                            Hag: She is carrying a sack of soul jars to the
into the mist.                                                                 6                                       underworld for some foul business. She may
                                                                                                                       have items to trade, otherwise she fights as a
 4 Step After Step You no longer feel like                                                                             powerful witch.
you are near the well where you entered                                                                                Slime: A large patch of slime “stands” in
above. You appear to be on a massive stone                                                                             your way. Does it react or move on?
spiral staircase in a vast cavern. The steps                                                                           Caretaker: A man-sized frog daemon
slope downward and disappear to your left.                                                                             capable of taking on an entire party.
The path is only a couple of feet wide and the                                                                         Poisonous claws, swallowing whole, and wall
steps seem to be a little slick.                                                                                       climbing are his advantages.
About
The Promise gives the party an opportunity to talk themselves out of a bad situation or have a direct fight that might end in a long fall to the cavern floor. The
encounters may be sized to match the level of the party and the type adventure you are seeking. Later on, The Stairway of Leng could also be used as a known
path to The Underworld, just be sure to keep some change on hand.
             A cyclopean castle built of snow. A thousand feet wide and spires a thousand feet tall.
                     A giant gate of solid ice. There's a gap to crawl through underneath.                                                                                             8 Spire
                                     No signs of life inside. Is no one home?
Impetus
   The Larson family has gone missing, and a giant trail in the snow leads off from their cabin…
   Far out on the great expanse sits a giant castle made of snow, allegedly housing the magnificent Ice Pearl!
   The snow giants have been seen in the Wood. Their castle must be left unguarded, now is our moment!
   Look there, I can glimpse spires through the whiteout! Thank the Lords, finally shelter from the blizzard.
                                                           gs
                                                         in
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M E Z R A K ’ S F O U N D RY                                                                                                                                                                  Map created using www.dungeonscrawl.com
A one page dungeon by the Nameless Designer https://nameless-designer.itch.io released under https://creativecommons.org/licenses/by-sa/4.0/                                                   Art generated using www.midjourney.com
                                     Start at Courtyard (1)   1. Courtyard (Entrance)                                   5. Storage & Machinery Area                               9. Vault (Mechanically locked)
                                                              (Mountain trail leads here)                               (Door locked, iron key required)                          •    (Hazard) Boiling gasses
                                                              •    Grand stone carved walls                             •    (Treasure) Room                                           burst from the corroded
                                                                   of dwarven construction                                   contains a jumble of old                                  pipes outside the vault.
                                                              •    (Encounter) d6                                            crates; chests; tools; and                           •    (Puzzle) Lever opens
                                                                   mercenaries guarding                                      materials. Searching can                                  vault if furnace ignited (4)
                                                                   wagon supplies (food,                                     reveal some high quality                             •    (Treasure) Vault contains
                                                                   water, equipment);                                        crafting tools                                            crates; chests and
                                                                   donkeys are hitched here                             •    Organised area contains                                   bookshelf of parchments.
                                                              •    Mercenaries will prevent access to intruders and          second set of food & water supplies for the cult          Searching reveals; 3 chests of dwarven gold (200gp
                                                                   deny seeing villagers                                •    (Secret) One wall has collapsed, investigating            each); a magical dwarven forged hammer (chaos-
                                                              •    Alarm bell alerts guards from (7) (appear in 6            reveals a small tight barely crawl-able tunnel            bane); parchments written in dwarven (invention
                                       1 square = 10 feet          turns).                                                   leading past earth worm den (d4 worms) to (4).            notes, highly valuable to dwarven craftsmen).
Quest: Find the three missing villagers who were              2. Great Hall                                             6. Guard Chamber                                          10. The Pit (chamber dark)
investigating strange activity at Mezrak’s Foundry.           (Stone door closed not locked)                            •    Chamber with tables;                                 •    Clanking chains and a
                                                              •    Grand chamber, fine                                       chairs; equipment racks                                   raspy breathing can be
Mezrak’s Foundry: A long abandoned foundry                         stone architecture. Arcane                           •    (Encounter) A Fervant                                     heard from within
located high within a craggy peak. Built by Mezrak, a              patterned floor                                           Guard sits in alcove                                 •    The pit is covered by an
famed dwarven inventor. Place was abandoned due to            •    (Encounter) Young robed                                   leading to the room (has                                  iron grill; a rusted chain
an unstable rift in the fabric of reality.                         woman wanders the                                         iron key); d6 mercenaries                                 mechanism can be
Order of Paragon: Cult seeking the return of their                 room, her mind fractured                                  occupy the chamber                                        activated to open the grill
deity, the Paragon a being of perfection. A plan is in        •    Woman offers few words                                    playing dice and                                          (will alert people in 6).
place to transfer the spirit of the entity into a host             but does refer to herself as the ‘First Sister’           muttering discontent.                                •    (Encounter) Noul-Utl, creature of chaos is
known as the vessel when the rift opens.                           (harmless victim of the first failed summoning)      •    (Secret) False wall behind equipment racks and            chained below; earth worm carcasses and dried
The Entity (Xorgnix): An evil chaotic being with              •    Rift appears over the patterned floor periodically        leads to (7), mercenaries are unaware of this.            blood cover the floor; he will bargain for his
malicious intent; seeks escape from the eternal void.              and lasts for an unpredictable amount of time.                                                                      freedom but if released must feed soon.
Plays the role of the Paragon, until it is freed.        3. Stone Chamber                                               7. Solar Room                                             11. Cell
The Ritual: A vessel must stand within the circle in the (Open access to chamber)                                       (Door closed)                                             (Portcullis, bronze key required)
Great Hall (2) and hold the summoning stone as the       •    Stone chamber, dwarven                                    •    High glass ceiling allows                            •    Small cave area; portcullis
rift opens. This will be the second attempt. However,         markings inscribed on                                          natural light into room                                   blocks access
Xorgnix will arrive in its current form.                      wall (Mezrak’s Foundry)                                   •    (Encounter) 2 Fervant                                •    (Encounter) 3 villagers
Noul-Utl: A being of chaos from the first failed         •    Corroded steam pipes                                           Guards stand outside; 2                                   held prisoner here (Jeyna,
summoning. Knows the entity is dangerous and seeks            run across walls, patched                                      Paragon Cultists (bronze                                  Burke, Culan); possess
its own freedom. Feeds on life energies.                      with small metal plates                                        key, summoning stone                                      minor cuts and bruises
                                                         •    Warm air can be felt                                           artefact) are inside                                 •    Fearful of death, they are
Villagers: Unwittingly stumbled into the area and are         emanating from a steep descent down to area (4).          •    (Treasure) Clothes dummy wears a luxurious                aware they are being held for some later purpose
being detained by the Order of Paragon.                                                                                      white robe and golden crown (clothes for deity)           but have limited knowledge of the cults plans.
                                                                                                                        •    (Secret) No-one aware of false wall hiding passage
Monster & NPC Descriptions
                                                                                                                             to (6).
Mercenary, common sell-sword, ill-disciplined
Fervant Guard, heavily armed and dangerous                    4. Drilling Cavern                                        8. Barracks                                               12. Cell
Paragon Cultist, commanders, scheming and cunning             •    (Hazard) Fissures emit                               (Door closed)                                             (Portcullis, bronze key required)
Earth Worm, large burrowing worms, flesh eaters                    boiling gas and vapour                               •    Bunks, chairs and a small                            •    Small cave area; portcullis
Noul-Utl (Chaos), humanoid chaotic horror, claws                   from corroded pipes                                       cooking area occupy the                                   blocks access; room well
Xorgnix (Chaos), bloated tentacled chaotic horror             •    Large furnace connected                                   room                                                      furnished with a bed and
Random Encounter Table                                             to a drilling machine                                •    (Encounter) d6                                            adequate supplies
d6 Description/Motivation                                          surrounded by piles of                                    mercenaries are resting                              •    (Encounter) A lone
01 Rift, opens for d6 turns, ritual may be started                 coal and rock                                             here in quiet conversation                                young man garbed in a
02 d6 Mercenaries, patrolling from area 1 to 6                •    (Secret) Drilling machine                                 about ‘what horror lies                                   simple robe held here
03 d4 Fervant Guards, heading to great hall 2                      head can be moved to reveal earth worm tunnels            within the pit’ (10)                                 •    ‘The First Brother’ is a malleable victim and
04 d6 Earth Worms, seeking food to survive                         past a den (d4 worms) to (5)                         •    Mercenaries here are discontent and are tempted to        acolyte of the order, chosen to act as the host. He
05 Cultist & d4 Guards, checking prisoners secure             •    Coal and barrels of water (from 1 or 5) can ignite        leave their employers service.                            considers it an honour to act in the service of the
06 Noul-Utl, seeking food or an escape                             the furnace and activate the vault door (9).                                                                        Paragon.
                                                                                                                            Blood & Water
                                           A
                                      l o n e
                                  t o w e r ,
   a one page                  covered in moss,
   dungeon by                       overgrown
   OLOBOSK                          &
                                                                                                           fray
                                    crumbling                A few days travel from the nearest village there is an old                                   Some whisper of rumours they have heard:
                                    into       the           wood. In that wood there is a lake and in the middle of that 1. It’s a sunken wizard tower.
   for            more              w a t e r                lake is a tower. Local folk know to keep their distance from 2. The lake water is blessed and harms evil creatures.
                                                                                                               ed r o
   v i s i t                        below. A                 this place, only death and danger lie beneath the surface                                    3. It's an entrance to the underworld.
                                    s i n g l e              common wisdom tells them.                                                                    4. A demon cult used to meet on the lake bed.
   olobosk.com                      window at                                                                                                             5. Living moss attacks you if you enter the tower.
                                    the        top                                                                                                        6. Nobody returns from going inside.
                                                                                                                      pe
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water holy water                    within.             water holy water holy water holy water holy water holy water holy water holy water holy water
holy water lake water. reeds and fungi holy water holy water holy water holy water holy water holy water holy water holy water
                                    A       spiral
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holy water                                                                                                                       flourish amid the cracks and crevices of the chamber walls.
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                                                                                                                            f a l s e floor                                                      trap
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                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             https://creativecommons.org/licenses/by-sa/4.0/
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water refills in half an hour once fully l which mechanism is w through a hole in the                                                                     old     f          ,         ,                n                                  length.
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                                                                                                                                                                                                                                                                                                                                                                                                           the
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                                                                                                                                                                                                                                                                                       in
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                                                                                                        with scratches. a                                                                     s tories all
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   Narrow                                                                                                                                                                     sta al
                                      plated                                                         rusted                     F l o o d e d                                            r        T    h   e         A Titan, imprisoned here
                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           scripture written on silver foiled linen scrolls soaked
                                                                                                                                                                                                                                                                                                                                                                                                                                     bricks of solid gold encrusted with precious gems and
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  stairs                                                                                             grate                      chamber, home                                               cave          walls      long before the time of
                                    O Z U L
                                                                                                                                                                                                                                                                                                                                                                       e
                                                                           3d4 half dissolved undead                            to an Ancient                                          here                  are kings. The primordial was
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                                                                                                                                                                        ancient           scripts.        They
                                                                                                                                                                                                                                                                                                                                 cave in has re vealed an eno
                                                                                                                                                                                 wh
    T h e               He bargains for release with                        In             the                                  Mutated with                                                                         mages,              ber, weaving
                                                                                                                                                                                                                                                                 out
 pleasant               his ancient knowledge and                       middle lies a small                                     the            lake’s                                                                                  am
                        the chance for immortality.                                                                             blessings, its                         that      must      be   left    to  rot,                this ch
                                                                                                                                                                                                                     esoteric prayer together
  smell of                                                              piece of Holy                   oor.
      c o o k i n g He knows about the Titan                                C h a l k . the fl                                  scales glisten                        undisturbed. There is a in Shallow water. It has
                        and     fears        its    release.         f chal                     n                               with             holy                1      in       6     chance          that      incited many heretical
     stew seeps                                                              k drawn out o                                      protection. It                      reading one of these cult outbreaks over the
  through
 the gaps                                                                                                                       guards                 a             warnings                             casts      millennia,                 slowly
                              A well lit, tidy bed A stocked pantry, small table and a
    a r o u n d i l v e chamber with two beds. magically heated stone serve as a crum                                           ring of wishing                      Suggestion on the gathering strength by
                                                                                                                            open door
      the door plated One looks neat and not ramshackle kitchen & dining                                                        gs
   at       the i r o n slept in, the other room. On the table, scraps of bread a The                                              ton                               leave this place and doomed sacrifices from
bottom.              d o o r scruffy and unmade. and half a bowl of stew grow stale. lin chem fet e ce                 l                                             giving            them         a     deep       their bodies. Now it
                                                                                                            stairs ger i ical or             ili                     sense of foreboding. awaits its final sacrifice
                                                                                                                                                                                                                                                                                                                               nt
                                                                                                                            n                    ng ce
                                                                                                                              the reag of                           If     someone           touches         the     before it erupts from this
                                                                                                                                                                                                                                                       sta
                                                                                                                                 sta
   she can learn to control it. She’s drunk on                          They are furious with Illin for                                 loose stone is le an                                   ancient f his                     fit     of       rage.
                                                                                                                                                                                                                                                                    irs
   hubris, fuelled by her proximity to the Titan’s                      abandoning their research and                        sta                                                                                                                                                                                                                                                                                                                                                  in the lake’s holy water
                                                                                                                                      mass grave. The only thing that survives
                                                                                                                                                                                                                                                                 irs
   influence. If not stopped she will figure out                        will try to convince others to                   sta       other than their bones are silver lined
                                                                                                                                                                                                                                                              irs
   how to complete the ritual soon…                                     oust her from the dungeon. sta                          scrolls, soaked, but perfectly preserved.
                                                                                                              KEY                      GM NOTES                                                                                       25)It’s a 6x6 grid
                                                                                                                                                                                                                                      floor. There are
                                                                                                              1. Village               1) Name:“Labareda” / Pop. 420                                                                  numbers carved
                                                                                                              2. Stairway              2) Leads to the top - during the journey, come up                                              in the stone. Use
                                                                                                              3. Rusty tubes           with a random encounter based on your setting.                                                 them + notes (8)
One Page Dungeon Contest . 2022              http://cmartins.art
                                                                                                                                       Don’t make it too hard - just hard enough to                                                   to solve the
                                                                                                              4. Breach                discourage the party from going up and down easily                                             puzzle and find a
ArtandgamebyCarlosMartins                                                                                     5. Archway               3) Can only be spotted with a successful perception                                            safe passage.
Released under the Creative Commons                                                                           6. Middle platform       check (or other skill your game uses)                                                          If you step on a
Attribution-ShareAlike 4.0 International                                                                                                                                                                                              trapped tile (X) or
(CC BY-SA 4.0) license
                                                                                                              7. Odd boulder           6) Three platforms (5,8 and 9) are connected to this
                                                                                                                                                                                                                                      touch an obelisk:
                                                                                                                                       one by frail bridges. A sign is carved with runes that
                                                                                                              8. Collapsed wall        state: “Do not cross the line” and “Offers to the                                              suffer fire damage
                                                                                                              9. Crane                 right”. Can the players read runish? Any literate        26) It’s locked. You can smash or lock-pick it
                                                                                                              10. Smoke                person from the village can read this                    27) Hidden under a plate that cracks if you put too
Fonts: ‘Uncut Sans’ by                                                                                                                 7) The stone becomes an aggressive Lava Golem if         much weight over it (> 60Kg / 130 lbs)
Kasper Nordkvist &                                                                                            11. Hot tubes            the line is crossed. It’s impossible to kill (too many   28) Physics formula (it relates to pressure and
‘Sachac Hand’ by Sacha
Chua, both licensed
                                                                                                              12. Teared rope bridge   HP) - but it can be lured to other platforms             temperature). A recent dead body of a gnome lies
under the Open Font                                                                                           13. Faraway platform     8)A corpse lies among the debris with a note:            here! There’s a key in the remains
License (OFL)
                                                                                                              14. Huge crystal         Numbers = amount of traps in that row/column             29) Manometer, thermometer + 5 Levers (A to E)
                                                                                                              15. 4 Pillars                                                                     A. Releases smoke (pressure) from the holes (10)
                                                                                                              16. Basket                                             Traps NEVER (!) touch      B. Lava is spilled from the pillars (15) - heat rises
                                                                                                                                                                     each other                 C. The gate is closed (20)* - lava level rises
                                                                                                              17. Altar                                                                         D. The vent (31) expels what’s on the altar (17)**
                                                                                                              18. Lowest platform                                    Obelisks are always        E. Opens the trapdoor (32) - (the only way)
                                                                                                                                                                    bound with ONE trap         * you can only hear it - vision is blocked (by 23)
                                                                                                              19. Stone path                                        (orthogonally)              ** if it’s lava = everyone in the room takes damage
                                                                                                              20. Metal gate (open)
                                                                                                                                                                   Obelisks may touch the       33) The crystal (14) is a prison about to crack for
                                                                                                              21. Tunnel entrance                                                               good. If players don’t do a thing or violate the rules,
                                                                                                                                                                   traps from other obelisks
                                                                                                              22. Cascade of lava                                                               a Zombie Lava Dragon escapes from it
                                                                                                              23. Giant stalactite     9) Use it to drop (16) offers on the altar (17)          I don’t know how many days I have left.. Damn illness!
                                                                                                              24. Tunnel Exit
                                                                                                                                                                                                I must find someone to replace me.
                                                                                                                                       10) Burning hot. Causes minor damage
                                                                                                              25. Tiles and Obelisks   11) Can’t be seen from the platforms
                                                                                                                                                                                                Villagers need to believe a God is living on the
                                                                                                                                                                                                volcano. The illusion and the balance must be
                                                                                                              26. Wooden door          12) It was used to connect to the other side (13)        preserved at all costs!
                                                                                                              27. Lava river           14) Chained with black metal. It’s a dragon seed! It     RULES: dip it in lava every 5 hours;
                                                                                                              28. Inscription          will sprout/hatch if rules aren’t followed (see 33)      It can’t stay in lava for more than 3 minutes;
                                                                                                                                       15) These are huge lava pipes                            Global temperature between 35-55oC / 95-130F
                                                                                                              29. Mechanism
                                                                                                                                       16) Can carry a light person (and be swung to 18)        -Nicodemus
                                                                                                              30. Metal tubes
                                                                                                                                       18) Connects to the stairs (13) and tunnel (21)          34) Use the key found in the body (28) to open it.
                                                                                                              31. Large vent
                                                                                                                                       19) Multiple jumps are required                                            Inside: thermodynamics book +
                                                                                                              32. Trapdoor (closed)                                                                                  heart-shape crystal that is
                                                                                                                                       22) To reach the other side, use the pitch-
                                                                                                              33. Diary                                                                                                 worth a fortune - If it’s
                                                                                                                                       black empty tunnel (21 / 24)
                                                                                                                                                                                                                           destroyed, the dragon
                                                                                                              34. Locked Chest                                                                                                 turns to dust
           EXTRA                                                   START
           GM can                                                  People believe the volcano and the gods are
           oscillate the                                           connected. For the last few days, the volcano seems
           internal temperature                                    “unease” and the leader requested your help.
           of the volcano to spice up                              The prophecy says the Travellers will save the village.
           the narrative. If it happens,                           They trust you to go up there and talk with God!
           move a token along the
           Thermometer track (start: +30).                         What do you do? How will it impact the village?
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                                                                                                                                                3.0
                                   Royal Flush by Christopher Selby
                                   What began as a crappy job in the sewers turns into a discovery of
                               wondrous magic and an ancient secret hidden deep beneath the royal palace.
                                                                                                                              North
                                                                   3
                        5                                                              2
4 2A
6 7 8 9
10 11
12
13 14 15
1. Entrance, PCs begin here. They should have minimal arms and armor as their job of clearing the sewer blockage is more maintenance than
adventuring. There is no light in #1-2 as well as #9-11. There is low magical light in #3-8, 12 and 15. Torches are burning in #13 and 14.
2. Drain from the street. It’s a corridor of filth with a few coins, an interesting trinket and 8 rats. 2A. A large dead animal blocks the passage; the
corridor stretches on in front of the PCs but in attempting to remove the blockage they activate a hidden slide and descend to the lower level (#4).
3. Secret stash: a few gems, a chest with a reasonable amount of coin, a few “valuable” trinkets along with 12 rats and 1 giant Rat King. Any
guards on this level know the Rat King has made his home in that area, so they stay away—which is why the stash is undisturbed.
4. Corridor with dead bodies; these have a couple of melee weapons that allows PCs to upgrade their equipment.
5. Kobold Guard Room; PCs can hear 2 Kobolds complaining about having to fix the mechanism that opens ramp back up to the sewer. “Why can’t
we just use the ladder? “You know why we can’t use the ladder. Do you really want to go down there? You saw what happened when she got loose
before. Besides someone still needs to do something with those bodies.” This is referencing the giant croc in #10 and the bodies in #4. These
Kobolds are not on duty so are not in armor. The room contains their leather armor, shields, and shortbows; they can use an action to take the
shield and shortbow, but they don’t have time to put on the armor. The PCs will have access to these if they defeat the guards. But if they make a lot
of noise and give the kobolds enough time others in #8 will investigate.
6. Ancient temple with Runes on the wall and a puzzle to open passage to #12; runes show the ritual needed for werecroc transformation
7. Corridor leading down to guarded area. A locked door blocks the stairs leading down to #13. PCs can hear several guards further down the
stairwell by #9 complaining about the smell. Stealth and perception checks allow the PCs to stay unnoticed and see these guards are armed; any
direct conflict and they would be outmatched.
8. Kobold guards are armed with shortbows, leather armor, and shields which boost their AC. They are “on duty” to deal with the bullywugs, but also
prepared in case of an emergency with the werecroc. These guards are more formidable foes if the PCs come this direction immediately instead of
proceeding along corridor #4 and finding some upgrades. The door to #9 is locked. One of the kobold carries the key.
9. 5 Bullywugs are kept here in cages as food for the werecroc. They are belligerent and will fight the PCs even if rescued
10. The Croc Lair (Fake boss). She is kept by the handler as a mate for the werecroc. There are 4 baby crocs who emerge and join any fight.
11. Downward slope leading south towards #15. Depending on which direction the PCs approach, they might overhear the handler talking with the
prince and beginning his transformation into the werecroc.
                                                                                                                                                          https://creativecommons.org/licenses/by-sa/3.0/
12. Corridor. There is a ladder up to a trap door that is locked. PCs who exit here find themselves in the above Royal Manor, who have been using
these hidden passages to keep the prince's transformations a secret and use him as a weapon against their enemies.
13. Werecroc handler lab. Similar runes from #6 are here, connecting an ancient magic that turned the prince into a werecroc and the magic that is
used to control his transformations. While the PCs traverse the sewers and undercity, the handler begins here. He will stay in this area until a
certain amount of turns have transpired. He then moves to #14 to wake the prince and start his “treatment”—moving him to #15 where the ritualized
transformation begins.
14. Prince’s bedchamber. There are clues here that point to his royal heritage but no worthwhile loot; mostly books, games, other things to help
pass the time. There’s also some clues to his curse (i.e., strong odor from food stashes, rune markings on the hallway leading to #15). The prince
stays here until the handler gets him.
15. Boss room. The exit requires a perception check to find and is the only way out. The door is locked but the handler has the key. It could be
picked, but is difficult.
                                                                         North                        “A Battle Lost” By Matt Unsworth
                                                  A                                         As those around you start to panic and flee the battlefield,
                                                                                          you wonder how you will keep your head & survive this day….
                                                                                 A The Battle Line- Roll up equipment and motivation for your character(s). Then start at #1
                                                                                 1) The Line Breaks! Do you- Rally with others (2), Go to a Heavy Weapon (3) or Run towards the woodline (4)
                                              1
                                                                                 2) A Last Stand. Fight random Foes until group of 2d3 Friends collapse, then flee to 3, 5 or 6
                                                                                 3) Loaded Heavy Weapon. Fire once at crowd of friends & foes, or destroy after fighting 1 Foe, or flee to 6 or 7
                                                                                 4) Found a Horse! Fight 1 Foe and then capture horse with ability roll, or ignore. Flee to 7 or 8
                                                                                 15) Escape to safety! You have lived to fight another day unless you have a mortal wound…
                                                                                 Start
                                                                                 Up       Weapon       Armor            Extras             Health (2d6)        Status (2d6)      Motivation: Stay alive and
                    9                                                                     Foul
                                                                                                                                           2 Mortal Wound
                                                                                                                                                                Untouchable
                                                                                                                                                                            Find your comrade or relative, they’re
                                                                                                       Hat or similar   Cards and dice     (Death Save                      somewhere in the village (1-2) or
                                                                                          Language                                                                   2
                                                                                     1                                                     each turn)                       camp (3-4) or hospital (5-6)
                                                       11
                                                                                                                        Flask with your    3 Leg injury           Peasant
                                                                                          Knife        Helmet                                                                    Deliver orders to commander in village.
                                                                                     2                                  choice of liquid   (Move Penalty)           3-6
                                                                                          Search
                                                  14                                      Table         Civilian            Friend             Foe              Money              Valuables          Equipment
                                                                                                           1                   2                3                  4                   5                     6
5 Helpful Stalwart Hvy. Warrior 1d6 Silver Gold Ring 1 day rations
Monsters
Background - A long time ago, with advanced technology          Door Traits - Randomly select 1 to 4 items from the table
or maybe magic, an Interdimensional Tunnel was built on         below for the traits of a locale beyond a door in the hallway.
the PC’s homeworld. Meanwhile, across countless other           1   Gunpowder Doesn't       13 Empty Void              25 Dictatorship
realities, the engineers’ counterparts were building parallel   2
                                                                    Work
                                                                    Low or No Magic         14 Space Colony            26 Democracy
tunnels of their own. When activated, all of these alternate
tunnels fused together, forming an infinite hallway that         3   Dyson Ring or Sphere 15 Wasteland                  27 Feudal
bridged endless realities. Realizing there were numerous        4   Exists in the Future    16 Jungle                  28 Caste System
new worlds to explore (or exploit), the inhabitants of most     5   Flat-Earth              17 Forest                  29 Undying Rulers
of these worlds left for greener pastures, leaving long
stretches of the Hallway connected to mostly empty and          6   Militarized             18 Exists in the Past      30 Magocracy
isolationist locales. This adventure takes place in one such    7   Multiple Time           19 Time Loops              31 Psychic Powers
stretch of sparsely inhabited worlds, marked for doom by            Dimensions
                                                                8   Hypercubes              20 Theocracy               32 Strange Physics
the prophecies of the mysterious Longers. Adventure
                                                                9   Dark                    21 Anarchy                 33 Superpowers
through the Hallway to explore new worlds, reconnect
dying civilizations, and discover the secret of The Doom.       10 Cold                     22 War                     34 No Inhabitants
                                                                11 Hot                      23 Disease                 35 Two Dimensional
The Hallway - The Hallway is a long winding tube, at            12 Urban                    24 Radiation               36 Memetic Virus
times over 2 kilometers in diameter, with a seemingly
infinite length. Lining the walls of the hallway are doors,
constantly shifting in shape and detail, ranging from
several to several hundred meters in height. The Hallway
is dotted with strange machinery, and over time has
become host to a variety of ecosystems and settlements.
Hallway Encounters - Select once from this list each time       10 Spirits                  20 Trans-temporal Beings
the party enters the Hallway: Traders | Town or City Built in
the Hall | Monsters | Invaders | Bandits | Adventurers |
Migrants Caravan | Ecosystem | Odd Machines | Longers
Resources per Door - Select twice from this list when the
party enters a door: Gems or Precious Metals | Magic
Items | Water | Energy | Advanced Technology | Drugs |
Medicine | Ore | Industry | Plants | Rare Elements
“You find yourself as the temporary proprietors of the Buttery     human settler named Fitz Ruder. The fact that the Ruders
Cat, a halfling run tavern between the elven forests and the       still run a major melting furnace in the silver mountains
silver mountains. You were hired for free lodging and a meal to    today is common knowledge.
keep an eye out on a band of drunken dwarves whilst Mincy the
owner runs an errand for more beer.” Let the players describe      There is a 1 in 2 chance that the Ruders own the helmet
what their characters do. “The dwarves were happily                and are willing to gift it for good publicity. If they don’t have
distracted singing shanties but this abruptly changes when a       it they can remember the tale of Fitz who went on
group of elves enters the Buttery Cat.” The newcomers are          adventure but never came back. It is not known where he
eventually approached by the dwarves who demand to                 went but research at the elven temple can pinpoint his last
give back the crown of Dralbeard. The Dwarves know                 location. There vines have overgrown the entrance to a
neither what it looks like nor where it is but the elves stole     cave. Once inside Fitz’ skeletal remains are found but no
it during the war that’s for certain! The amused elves are         helmet. It is dangerous to stay here because slits in the
only familiar with Common knowledge and thus know                  stone occasionally poff out poisonous gas coming from a
neither of the crown nor Dralbeard, a fact that angers the         green dragon above. Stairs leading up arrive at a large
dwarves even more. If the PCs fail to intervene a tavern           cave with the sleeping dragon. There is a 1 in 2 chance
brawl erupts which is eventually stopped by the city watch         that the helmet can be seen lying on a cavern plateau
who throw the main culprits including the PCs into jail for        above the dragon. It can be reached through either
“a good night's sleep” releasing all the next morning for a        stealthily climbing to not wake the dragon or a tunnel filled
small fine. If all goes well your players are now hooked.          with kobolds that wake the dragon if not dealt with swiftly.
The dwarves promise the PCs a reward for the crown and             If the helmet isn’t here it is lost forever unless your players
also the elves want to improve diplomatic relations and            come up with a solution to give the dwarves back their
thus give the PCs permission to do research at the elven           symbol.
temple of knowledge.
This Adventure is released under the Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) license see
the following link for more information: https://creativecommons.org/licenses/by-sa/4.0/
PRINCESS IVY’S INCREDIBLE ISLAND OF DREAMS                                                                                THINGS HAPPEN...                             GOURDMEAT TABLE (Eat the gourd and roll)
                                                                                                                          1 Sound of warbly singing on the wind.       1   Transform into a Gourdfolk       5 4 hours sleep, +d4 Wonder
The delinquent Princess Ivy snuck into the High                Ivy’s Island is a point crawl for children and
                                                                                                                          2 Sweet smell of pumpkin wafting             2   Your head becomes a pumpkin      6 8 hours sleep, what do you
Sorcerers vault and stole the Dream Amulet. She                kiddults 8+ It is designed to shift and change in
                                                                                                                          3 A trinket belonging to the Princess.       3   Hidden knowledge of the island   dream? It is real as long as
has now fallen into a magical sleep and cannot                 response to the imaginations of players. Throw out
                                                                                                                          4 NPC: Butternut a Gourdfolk scout cries     4   1 hour sleep, +1 Wonder          you’re asleep.
wake. The High Sorcerer, has received permission               game balance and let the island become a mess!
                                                                                                                          for help. Sent to recover the amulet.
to use powerful magic to send a rescue party into                                                                         5 The walking winds pick up a random PC
the amulet to find her and bring her home safely.              d6 ENCOUNTERS (3-6 chance)
                                                                                                                          6 A petrified warrior with pink metal                 8.THE COLD STONE
                                                               1         d2 Dune Golem (HD2, sand morphing)
INSIDE THE DREAM AMULET                                                                                                   harpoon (+1, double dmg vs mosquitoes)
                                                               2         d2 Glass Crab (HD3, shatters at death)                                                                 A rocky shoreline descending from the jungle/
The Amulet stores a demiplane of dreams. An                                                                               7 A vision of the Gourdmother, she seeks
                                                               3         Impassable terrain (find another route)                                                                waves pound – floating off the coast is a
island where it’s always night, lit by glowing plants.                                                                    the amulet to be free of her form and
                                                               4         ‘Things happen’ (roll on table)                                                                        shimmering iceberg, it doesn’t melt in the heat.
An ancient insomniac wizard created the amulet                                                                            return to the awake world.
                                                               5   1     Sand fly Swarm (HD2, save/welts)                                                                       i. Hidden jetty: sheltered cove/ mossy/ old boat
as a means of getting sleep. However, he became                                                                           8 NPC: Karo the Conjurer + a Dune Golem
                                                               6   2     d4 Giant Gecko (HD3+1, ambush)                                                                         ii. The Cold Stone: a large iceberg floating…
trapped and remains here, still unable to sleep.                                                                          are searching for a way out of the dream
                                                                   3     Sleep Miasma Cloud (save/sleep d8hrs)                                                                  inspecting reveals a long haired boy trapped
                                                                                                                          world (they’ve been stuck for 100 years).
While here, character HP is replaced by WONDER.                    4     ‘Things happen’ (roll on table)                                                                        inside, unconscious but alive. He can be freed with
                                                                                                                          They know all about The Great Diver and
PCs get 5+CHA wonder… Once all your wonder                         5   1 2d4 Gourd Folk (HD1, spears)                                                                           Wand of Glacier Smashing. If freed he wakes in
                                                                                                                          believe he’s the key.
is spent, you turn to stone. Sacrifice Wonder to                   6   2 Giant Mosquitoes (HD2, stun & feed)                                                                    d8 hrs and ends the amulets spell (he is the Sleep
make real your imagination. Costs vary and things                      3 Landslide (if nearby, save/get caught)                                                                 Wizard’s Son & spell’s battery). PCs return to their
                                                                                                                                                                                                                                       Art by Ivy Parker (aged 2) // game & layout design by Scott Parker
can only be created NOT destroyed: handheld (1),                       4 Things happen (roll on table)                                                                          sleeping bodies w. recovered treasure. Note that
person size (4), building size (8), magical (10).                      5 Fruit Flies (HD1, literally flying fruit)          6.THE TOP OF THE ISLAND
                                                                                                                                                                                imagined items don’t return to reality. (Ivy also
Ie. Frank reaches an impassable crevasse - spending                    6 King Mozzie (HD6, 2x claws, 1x                     Base camp: Ferns and moss/ Old campfires            returns, annoyed you ruined her adventure).
8 wonder they dream a bridge and it appears.                             proboscis - saliva spray (dragon stats)            and tents… d4 old climbing packs, stone
                                                                                                                            adventurer lies on ground with hands                9. THE GREAT DIVER
                                                                                                                            outstretched.
EXPLORING THE ISLAND OF DREAMS                                     4. THE PUFFIN CLIFFS                                                                                         A graveyard of grand ships on a ring of coral/
                                                                                                                            i. Mountain trail: treacherous/windy/jungle         sea reflects the stars/ water still… Every ship has
Traveling to a new point takes 2hrs, exploration takes             The Jungle gets denser, the sound of buzzing in
                                                                                                                                                                                                                                       https://creativecommons.org/licenses/by-sa/4.0/
                                                                                                                            foliage.. 50%-75% chance 2d6 Fruit Flies (HD1).     a petrified sailor on board. Great Diver remains
1hr/landmark (i, ii, iii) . Encounters occur every 2 hours.        the north, the ocean opens to the south.                 ii. Sheer cliff: 100ft/vines... climb to plateau.   hidden, unless 10 Wonder is used to summon.
                                                                   i. Deep jungle: hot & humid. Using Wonder                iii. The Plateau: high up, windy/ rocky/ mossy/
1. THE CORAL SHORES                                                                                                                                                             i. Great Diver: An enormous whale the size of a
                                                                   always attracts d6 giant mosquitoes.                     huge white mound… looking down, glimpse a
Shards of glowing, sapphiric coral erupt, can be                                                                            white X appear briefly in area 9 (Great Diver’s     large ship (HD14), if summoned it will attempt to
                                                                   ii. White Nests: Five bulbous mosquito nest/                                                                 swallow the summoner (save to avoid). It then
harvested in one hour and worth 100gp/kg.                                                                                   Scar), Ivy has chalked on a rock ‘Stop following
                                                                   decay/ distant buzzing… 50% chance that King                                                                 returns to the sea floor (200ft down).
i. Explore Dunes: 10ft high/ steep/ unstable… difficult            Mozzie is present. 100gp/hive (500gp total), d6          me! Let me adventure!’ White mound is King
                                                                                                                            Mozzie’s nest (50% chance he’s home). In nest:      ii. Inside Great Diver: Hollow/ water pools/
terrain, 30% chance ambush d2 Dune Golems.                         Giant Mosquitoes/ hive.
                                                                                                                            a petrified adventurer with a book on mosquito      treasure everywhere… Princess Ivy is here
ii. Old-boat: rowboat, bow shattered/ small crabs…                 iii. Puffin Cliffs: cliffs & waterfall - 50ft drop
                                                                                                                            taming + an unhatched giant mosquito eggs.          relaxing on a pile of coins! 15000gp in total + d2
under is a stone statue holding a large Machete.                   into rough seas/ diving puffins/ glittering nests                                                            random magic items in the hoard. Ivy entered the
iii. Great Diver’s Ambergris: large white boulders/                built into cliff face… puffins carry up lost antique     7. THE WALKING WINDS:                               amulet looking for treasure & having found it she’s
sweet, musky smell… if identified is worth 1000gp/kg.              jewelry from the sea floor to their nests. 50gp
                                                                                                                            Coloured streams of wind descend from               ready to leave.
                                                                   jewels, Rope of Water-Breathing (5m long) & a
                                                                                                                            the mountain… those who leap from the
2. THE JUNGLE ABOVE THE DUNES                                      shard of Nevermelt Ice (from 8).
                                                                                                                            mountaintop are quickly sent to a
A dense jungle forest. Insects buzz, humidity high.                                                                         random location on the island. Using
                                                                   5. THE SLEEPY CASTLE                                     the walking winds restores
i. Cozy Cottage: out of place/ thatched roof/ taken
over by the jungle… comfy couch & stone man sitting                Covered in jungle vines and ferns, a song can            d6 Wonder.
(with a still hot cup of tea). Journal: damaged “my own            be faintly heard coming from it.
house… just by imagining… a perfect cup of tea…”                   i. Path to the Castle: Entrance is rocky and
ii. Rainfall: Cool rain… light to torrential to flooding, if       unstable, sound of a lullaby from within.
caught in the flood save or washed into a river. Rivers            ii. Inside the Castle: Ruined/ windy/ statues of
lead to waterfall in area 4iii.                                    sleeping people throughout/ singing echoes (a
iii. Cave shelter: Ivy’s old campfire/ crude chalk map…            warbly lullaby)… d4 Sleep Wraith stalk (HD4, put
words “X marks the spot” but there is no X on the map              to sleep and drain wonder). Words scrawled on
just a drawing of a whale in the southern seas.                    walls: ‘X marks the spot, Great Diver hides the
                                                                   treasures!’
3. THE GRAND GOURD                                                 iii. Top of the Castle: Long spiral stairs/
100ft tall pumpkin rises from the jungle. Smells sickly            dark/ bedroom at top/ a 4 poster bed
sweet, one side is opened.                                         with a bearded man in pajamas sitting
                                                                   upright…the Insomniac Wizard. Room
i. Around the Gourd: Sticky, decaying pumpkin... eat               contains a singing statuette of sleep
the Gourd & roll on the table. 2d6 Gourdfolk guard,                (save or sleep), d4 random potions &
ii. Inside the Gourd: A hive for the Gourdfolk (hostile            a wand of glacier smashing. Is sleep
unless accompanied). Gourd themed weapons, food                    deprived (reaction rolls -2). Can be
and provisions available. 2d6 Gourdfolk                            convinced to give up his wand to
iii. Gourdmother. Imaginer of the Gourdfolk (once                  free his son from the Cold Stone.
human). Answers questions re: the island (d4 Wonder)
                                                                                       Random Encounters
Temple of the Snake-Goddess                                                            Roll for all rooms except A2
                  A One Page Dungeon by Andy Murillo                                   and B5
                                                                                       1. Tigerfolk
A1 Courtyard                              B5 Sanctum                                   (8hp, DEX 12, WIS 8, d6
 • Four thick standing stones              • Ancient incense.                          sword, d8 bite, d6 claw,
                                                                                       driven to occupy ground
 • Weathered beheaded statue (a woman      • A (dead) mummy in prayer-position
                                                                                       floor, not aware of
   wrapped in a snake, also beheaded).       (golden amulet, 2 G).
                                                                                       underground).
 • Makeshift door to A2                    • Unraveling tapestries (mythic).
                                                                                       2. Temple Assassin
A2 Altar Hall                              • Stone door to B2                          (scale-skinned woman in
 • Structure partially buried in hill     B6 Kitchen                                   dark clothes, 6hp, DEX 14,
 • Water-buffalo hide sleeping mats        • Fire pit against wall (Hidden in the      d6 dagger, d3 doses of
 • Crumbling statue (seated goddess, head    ashes, dull red stone—Hearthfire          poison, driven to catch
   off to side [10 G]).                      Arcanum).                                 intruders alone).
                                           • Hearthfire: Touch dead biomass to         3. Swamp Root
 • d4 Tigerfolk (have not discovered east
   and west doors or underground).           engulf in flame.                          (carnivorous vine, 10hp,
                                           • Door to B7, falling off its hinges.       STR 14, WIS 2, d8 constrict,
 • East Wall: X Mosaic (less hidden
                                           • Door to intersection                      d4 acid, driven to feed).
   stairwell, slides south).
                                                                                       4-6. Nothing.
 • West Wall: X Mosaic (well hidden       B7 Store Room
   stairwell, 10 mins to find).            • Ancient spices, flour, fruits.
 • Makeshift door to A1                    • Door to B6, falling off its hinges
A3 Stairwell                               • Door to intersection
 • Stairs to B1; Sliding door to A2       B8 Office                                      A4                   A3
A4 Stairwell                               • Cluttered desk (Chained leather tome—                 A2
 • Stairs to B8; Sliding door to A2          Prayer Book Arcanum).
                                           • Prayer Book: Purifies a sanctum to
B1 Stairwell
                                             the snake-goddess, allowing
 • Stairs to A3; Stone door to B2            communication with her (or at least
B2 Common Room                               to an entity posing as her).
                                                                                                   A1
 • Two long, dusty, stone tables           • Locked door to hallway (to B2)
 • Well-preserved statue                   • Locked stone door to B9
 • Braziers, long extinguished             • Locked stone door to intersection
 • Stone doors to B1 and B3               B9 Stairwell
 • Stone door to B5 and hallway (to        • Stairs to A4; Locked stone door to B8
   locked door to B8)
 • Stone door to intersection
B3 Bunks                                                                                 B5
 • Three moldering beds (inside one:
   leather pouch with 10 s).
 • Stone door to B2
                                                               B8                                       B4
 • Stuck wooden door to B4                                               B9                   B1
B4 Lavatory
 • Stone with a hole carved through
   (over a small, dark vertical shaft).
                                                    B6                            B2
 • Stuck wooden door to B3
                                                                                                     B3
 • Ceiling: Hidden air shaft.
                   https://creativecommons.org/           B7
                      licenses/by-nc-sa/4.0/
THE MAZE of MALA DEWM a lethal labyrinth of impenetrable hedges filled with deadly plants, animals, and monsters. There is but one entrance and no one knows where it ends.
An abandoned dried-up well appears innocent, but hides a       5. Bedroom/study. Bookshelves along the back wall, filled
mystical phenomenon and a wizard’s lair.                       with literature, arcane tomes, a few scrolls, and William’s
In this map area, rotated 90°, gravity is also rotated 90° and writings and research. Four-poster bed, ornate desk, trapped
everything weighs double, due to an unknown object below chest under bed full of coins, secret door behind a bookshelf.
with mystical properties. The transition to this is gradual,   6. Storeroom. Blank parchment, cleaning supplies, crates,
and almost imperceptible from the surface.                     rope, chains, random wands with some remaining charges.
The long corridor is the vertical well shaft, which is straight 7. Large cave. Down in these caves, everything weights
and double ended. Each end opens up in arbitrary locations triple. 20ft deep lake, bio-luminescent fungi, stalactites,
in the world (even directly adjacent) as an abandoned well.     stalagmites, cultivated herb garden, dank and swampy. Lake
William the wizard resides here, performing magical             contains enhanced piranas and leeches. William’s treasure at
experiments, drawing on the gravitational properties here, to bottom of lake, but gravity down there will crush a human.
enhance beasts: significantly increased weight, strength, and      8. Junk cave. Full of rubbish and junk thrown down the
armour, at same size. Evil, greedy, aspires to be a novelist.      well. Escape tunnel hidden behind pile of rubbish.
His well-treated assistant, Ike, is an enhanced goblin. Would 9. Debris cave. Also dank and swampy. Lots of debris from
do anything for William, who took him in as a young orphan. recent cave in. Tunnel to well shaft behind pile of debris.
If not randomly encountered soon enough (see table),
                                                                   d6 Encounter (lair)            Encounter (caves)
William can be found in his lab, and Ike in the kitchen.
                                                                    1 William (once only)         Ike (once only)
1. Kitchen. Clean and tidy. The rear section is partitioned
off with sack cloth for Ike’s quarters. Boxes and shelving          2 William (once only)         1d4 giant leeches
with exotic foods and spices.                                       3 Ike (once only)             1d6 giant vampire bats
2,3. Cells. Portcullises. The one separating the cells is rusty.    4 1 animated statue           grey ooze (extra large)
Each has 4/6 chance of containing an enhanced beast.
                                                                    5 1d4 small enhanced beasts (random choice)
4. Lab. Tables and shelving, surgical equipment and
magical supplies scattered everywhere, very clean. 30ft deep        6 1 medium size enhanced beast (random choice)
pit; gravity at the bottom is strong enough to squash a
human. Secret door behind shelving to escape tunnel.
                Copyright © 2022 Samuel Walladge. Released under https://creativecommons.org/licenses/by-sa/4.0/
This mysterious well is located a mile away from
a well-known road that leads to an important
town. Rumors say it is cursed and hold treasures.
                                                          The Dark Well
                                                          A 3-5 player OSR dungeon crawl adventure for character levels 1-4.
                                                                                                                                   Magical gate. A horned demon skull is
                                                                                                                                   sculpted over the gate. Bellow it, ancient
                                                                                                                                                                                          Ancient mosaic with a horned
                                                                                                                                                                                          demon and six hooded priests
                                                                                                                                                                                          drinking its blood.
                                                                                                                                   carved runes read “show your faith                                                      Colorful wooden coffin with
                              Encounters (1d66)           White marble coffin with a sealed lid. The corpse of a                   and be spared of my wrath!”. Anyone                                                     a sealed lid. A mummy guards
                              11-23 – Skeleton            rotten priest lies inside it, alongside 100 sp and a 200                 approaching the gate makes the demon’s                                                  600 sp, a pair of magical daggers,
                              24-36 – Zombie              sp holy symbol. However, the holy symbol is cursed                       eyes glow blue. Trespassers not carrying                                                a staff of commanding (3 charges),
                              41-53 – Ghoul               and attracts undead creatures. If touched, the priest’s                  the cursed holy symbol roll save vs. death                                              a potion of healing (yellow), and
                              54-66 – Shadow              corpse can cause a serious skin disease. The foul air                    ray or are paralyzed by 1d6 hours.                                                      a potion of invulnerability (blue).
                                                          escaping from the coffin can cause unconsciousness
                                                          (save vs. poison or fall unconscious by 1d6 minutes).
                              The well
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Before his untimely death, Supreme Emperor Vollnicke Suvellis of                                       wonder, noun:
the Thrice-Signed Covenant, Lantern of the North, Conqueror of                                           a feeling of surprise and admiration caused
Stones, amassed a collection of artifacts and curiosities unrivaled                                      by something beautiful, unexpected,
in the Knownlands. Scholars and archaeologists are still finding                                         unfamiliar, or inexplicable.
examples of his holdings in libraries and cloisters across the                                         wonder, verb:
world. It is rumored that a piece of exceptional value is hidden in a                                    1. desire or be curious to know something.
subterranean chamber nearby. The piece is known only as...                                               2. feel doubt.
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                                                                  Run Straight,
I
                                                                                                          attack, 1 gallon+
                                                                                   Disconcerting.         water slows for 1d6        save for half damage.
   often create four scenarios for a single map. So why not mix
                                                                                                          rounds.
  it up, and have the potential to create 20 variations (or 28,                    Pulsing fountain of    Recent rockfall from                                  False treasure (glass-
                                                                                                                                     Ooze: (as leather),
counting treasure and minions)? Adventures may be run by                           warm blood-like mud, crumbling walls and          hiding in pottery,         filled chest), explodes,
column or just let the d4 choose. After all, if the players                        smells of taffy.       ceiling is scattered       slam/acid attack, fire     moderate damage, 10'
                                                                        2                                 across the floor. A few    and cold resistance.       radius, save for half
wonder what's in the next room, the GM might as well, too.
                                                                                                          pebbles fall as PCs        Pottery contains fistful   damage.
You're an awesome GM, you can justify the existence of a                                                  investigate.               of corroded gems.
cavern full of random traps, a weird fountain, and occupied                        Hand and arm bones Unstable, undulating           Dank, dripping water       Charmed fighter:,
by a dragon and some floating skulls guarding a pretty rock.                       animate, grasp 1d2     floor, feels flesh-like    along moss-covered         (chain/shield),
                                                                                   characters and cause (result of misfired          wall. Barely visible       mace+1, make saving
                                                                        3          continual minor        stone to flesh spell).     bas-relief of forgotten    throw upon each
                                                                                   clawing damage until                              dog-headed goddess.        injury to break charm.
                                                                                   destroyed (four hits),
                                                                                   save to avoid.
                                                                                   Powerful skeletal      Illusory angel,            Enchanted treasure         Stack of purloined
                                                                                   warrior: ornate,       alluring appearance.       chest, sings sea           trade goods and bulky
                                                                        4          filigreed plate armor. If touched, save or        shanties, makes bad        valuables.
                                                                                   Fused to bones, must blinded for 1d2 turns        puns.
                                                                                   be carried out intact. (-4 action rolls).
                                                                                Necromancer: (as            Retired Minotaur         Undead Pirate: (as         Young Green Dragon:
                                                                                leather) Fabulous           Gladiator: (as chain)    chain/shield)              (as plate) Gaudy
                                                                                cape, poison dagger,        Necklace of various      Flamboyant hat with        ornamented horns,
                                                                        5       spells: sanctuary, spider   skulls, bite/gore or     rare feather, touch        gas cloud breath +
                                                                                climb, silence-15'          net/spear (net hit: -2   causes 1d3 CON loss,       spells: charm, darkness,
                                                                                radius, ray of              AC and action rolls      fear effect, silver or     invisibility.
                                                                                enfeeblement.               next round).             magic to damage.
                                                                                5 grotty kobolds: (as       4 sycophant goblins:     6 flying skulls: (as       Obstinate princess:
                                                                  Who's backing
                                                                                leather) armed with         (as leather/shield)      chain) chattering,         doesn't want to be
                                                                     up the     scorpion-on-a-stick.        wielding clubs and       bitey, act as swarm.       rescued.
                                                                     baddie?                                vials of vile fluids.
                                                                                “Paresis Fang”              A Shiny, Polished        Portable Shadow:           Infernal Cloak: Stylin'
                                                                                Intelligent Spear: +2,      Rock.                    Black velvet               embroidered flames,
                                                                                save or paralysis (2d4                               handkerchief that          +1 protection, fire
                                                                    What Cool rounds), telepathic                                    flows to obscure an        resistance, wearer
                                                                  Item does the communication,                                       area, allows up to 3       becomes semi-
                                                                  bad guy have? detects secret doors                                 individuals to hide as     corporeal (½ damage
GM Notes: “Guard” encounters are approximately 3HD, “Boss”                      and invisible objects.                               thief of same level,       from mundane
encounters approximately 4-5HD, and minions a combined 3HD.                     Grumpy.                                              and/or thief to hide at    weapons).
                                                                                                                                     +2 levels.
http://leicestersramble.blogspot.com                                                                                             https://creativecommons.org/licenses/by-sa/4.0/
                                                                   THE GREAT FAERIE REVOLUTION
                                                                                                  By Patryk Ofat (MirisDor)
Created by Patryk Ofat (MirisDor) under a Creative Commons Attribution-Share Alike 3.0 License (https://creativecommons.org/licenses/by-sa/3.0/)
 Guard Duty                            Writing: Hunter Charest
                                       Art: Obliesk
                                                                              - Provide the players with 2 choices
                                                                              as they go through the pair of
        The merchant Cheechak has hired the party in order to act as          locations.
their bodyguards while they travel through the forest. However, they          - For each Bandit roll 1d6 to
have not revealed that their actual mission is to rejuvenate the forest       determine where they will lay in
with a seed stolen from their bandit sibling. They have left it up to the
                                                                              wait for an ambush, use the terrain
party to decide which path they travel through the forest to reach the
grove.                                                                        to their advantage.
                                                                              - Pepatong will always wait in the
1 - Altar of Merx                      2 - Polluted Stumps                    Burnt Grove to confront their
- A stone roadside altar depicting     - A stump with a cursed axes and
the bust of a humanoid rooster         a variety of polluted oak stumps.
                                                                              sibling in a final showdown.
dressed as a common traveller.         - If the axe is grabbed it will bind
                                                                              Cheechak
- Clerics will recognize that the      to the wielder’s hand.
                                                                              They/Them
figure is Merx god of travelers.       - The stumps contain pollution
                                                                              A friendly but
- The base of the statue has a         and when cut open explode
                                                                              mysterious
square opening, around it is           dealing 2d12 damage in a 5m
                                                                              merchantfolk.
carved a variety of names.             radius to everyone but the person
                                                                              They often are
- Tossing in 10 gold and carving       who cut it.
                                                                              underestimated
your name will grant a +1 bonus        - Druids will recognize that the
                                                                              due to their lisp.
to all rolls for 1 hour.               stumps are polluted by magic.
Absent Without Leaf                                                                                     town Cabiria. Once upon a time the wizard Hortensia researched plants and their potential magical properties there. She displayed
                                                                                                        her own creations in the arcane garden which included Mountainglow, a plant only known from myth.
   An adventure in a wizard's greenhouse by Sjoerd van Wijk                                             Dwarven scholar Wruck asks the the adventurers to retrieve this plant. But some unknown botanic dangers may lurk inside…
This algae-covered structure is made of enchanted unbreakable glass. 6 Shrubbery Blights hide in ambush in the
overgrown grass around it. A broken down moss-covered door leads to area G1. Another option is to enter from the top
through an open window which leads to the place marked X in area G3. Some flowers with a wide open red calyx will
Areas
G2. Entrance Hall: The vines in the center grapple anyone passing by just as they let their guard down.
G3. Rosarium: A hedge covers the northern walls. Search the flowers for some Blue Moon Roses granting divine inspiration
and a pair of sturdy Green-Fingered Gloves which improves your climbing skills.
G4. Herbal Garden: A small figure with two silvery eyes is covered in vines. This Garden Gnome of Gotcha can be used to
cast an illusion. Watch out for all the piercing thorns hidden in the grass.
G5. Wizard's Workshop: Its doors are firmly locked. A Magic Seed that enlarges its eater lies in a jar on one of the tables . Go up from G5 or G7 to:
Search the drawers in the walls for 2 Potions of Healing and a chest with jewels and gold.
G6. Cactus Garden: Watch out for the cactuses with blue wide open calyxes. They make you fall unconscious. A skeleton in
withered robes sits hidden behind some rocks and holds a key to G5 if you can withstand the poisonous mold that flies up if
G7. Arcane Garden: A blue faint light shines from the place marked M: Mountainglow! It's surrounded by squealers.
G8. Storage Cellar: In the mess lies a Rake of Warning that glows if Blights are nearby. And there's a Watering Can of
G9. Fruit Walls: The Queen Bee guards the magical honey that restores your health. And underneath the berry bushes at
the place marked X lies a rotten trapdoor that leads to G5. It just needs a little weight to break...
Monster Roster
Monsters can walk freely around the greenhouse (drawn by some noisy adventurers?) but start in the following areas:
G2: 4 Hanging Garden Blights that shoot their needles at unsuspecting adventurers.
G3: The Twig Golem that still maintains the place with some rusty oversized hedge shears. He doesn't allow intruders to
                                                                                                               💸
                                                                                                               Wi e: -🚨
How to play:
                                                                                                                Lo Buy
                                                                                                                 n:
                                                                                                                                                                                                                                         Win: -🚨 and 🔄
                                                                                                                  to
                                                                                                           6
You have four resources: Wonder (⭐), Security
Ha ilize +⭐ (✔ ic
                                                                                                                                      su erch nter
                                                                                                                   s
                                                                                                                    +💸 an
                                                                                 U udy her tall nt
                                                                                                                                                                                                                                         Lose: -🚨
                                                                                                                                        s
                                                                                                                                        m ncou
                                                                                  r
(🚨), Economy (💸), and Time (🕓). The amount of
                                                                                   t
                                                                                   v
St osp e me gia
atm th ra r ga
                                                                                                                                          E
                                                                                                                                                                                                                                       ⭐ to Enter
                                                                                       st 🚨
each resource you have is displayed by its                                                                                                                                     ⭐ Lo in: +
a n d -💸
                                                                                                                        iou
                                                                                        w co
                                                                                         Di
                                                                                         +💸
                                                                                         +
                                                                                                                                             a
                                                                                                                           d+
                                                                                                                                                                                    to se: ⭐
                                                                                                                            s s sellin e
respective d20, and Time is recorded on the Time                                                                                                                                                                                                                                               +💸
                                                                                           s
                                                                                                                                                                                                                                          (✔, ❗)
                                                                                                                                                                                      Ob -🚨
                                                                                                                               p
                                                                                                                                                                                                                                                                                                             s
                                                                                                                               ⭐
Counter below. Your starting value for each is                                                                                                                                                                                                                                                            te
                                                                                                                                 i
                                                                                              r
                                                                                              v
                                                                                                                                                                                                                                     Encounter wormhole
                                                                                                                                  c
                                                                                                                                                                               su        se a
                                                                                                                                                                                                                                                                                                       na
                                                                                                                                    e( a
                                                                                                 e
                                                                                                                                                                                                                                                                                                                   )
determined by your chosen difficulty and is modified                                                                                                                         Ne e p        rv nd
                                                                                                                                                                                             e:                                                                                                     d i
                                                                                                                                      ❗
                                                                                                                                                                               ar rno            -⭐                                                                                              r               (✔ al
                                                                                                                                      g
by Gather (✔) and Challenge (❗) missions by                                                                                                                                                                                                                                                   oo
                                                                                                                                       c
                                                                                                   s
                                                                                                                                                                                 by va                                                                                                                         s
                                                                                                                                        )
                                                                                                                                                                                                                                                                                            c                      r
                                                                                                                                                                                                                                                                                          ll +🚨
                                                                                                     )
                                                                                                                                                                                                                                                                                                             id e
changing the value of the dice appropriately. You                                                                                                                                    sta (❗
                                                                                                                                                                                                                                                                                        Se ine             ro in
                                                                                                                                                                                        rg )                                                                                                           s te r m
begin the game on one of the outermost segments                                                                                                                                           oe                                                                                              M           a e
                                                                                                                                                                                                                                                                                                    h ov
                                                                                                                                                                                             s
of an arm of the galaxy and move one space                                                                                                                                                                                                                                                       ric isc
                                                                                                                                                                                                                                                                                                     D
towards the center each turn, resolving each Gather
                                                                     Research +💸
                                                                     Commandeer +🚨
                                                                                                           🚨 to : -🚨 a
                                                                     Discover abandoned
                                                                                                                                                         💸 to Contain
                                                                                                                                                                                                                               +
                                                                                                               Lose ⭐
                                                                                                                                                                                                                       Lose 🚨
                                                                                                                                                                             Supervirus outbreak
                                                                                                                Win:
off one Time (🕓) resource box after each
                                                                                                                                                                                                                                                                                                                        Join ture +💸
                                                                                                                s
                                                                                                                 pest
                                                                                                                 Exte
                                                                                                                                                                                                                              : -💸
                                                                                                                                                                                                                                                                                                                                       ic
                                                                                                                                                           Lose: -⭐ and -🚨
                                                                                                                                                                                                                                                                                                                                     ⭐
                                                                                                                                                                                                                   incid
                                                                                                                                                           Win: +⭐
mission is completed (regardless of outcome).                                                                                                                                                                                        and -
                                                                                                                                                                                                                                                                                                                                   thet
                                                                                                                                                                                                                         en
                                                                              (✔)
                                                                                                                                                                                                                                                                                           +⭐
                                                                                                                                                                                                                                                                                                                               syn )
                                                                                                                                                                                on ship (❗)
                                                                                                                                                                                                                  ⭐ to t:                  ⭐
                                                                                                                                                                                                                                                                                                                                s (✔
                                                                                                                                                                                                                                                                                                                                  d+
                                                                                                                     +
                                                                                                                                                                                                                                                                                                                                +🚨
                                                                                                                                                                                                                                                                                 +⭐ and
rmin d -⭐
                                                                                                                      infes
                                                                                                                                                                                                                         Avoid
For Gather (✔) missions, choose one of the options                                                                                                                                                                                                                           ff
                                                                                                                                                                                                                                                                                                                            rien
                                                                                                                                                                                                                                 interg
                                                                                                                                                                                                                                                                          w o +💸
                                                                                                                                                                                                                                                                                                                               p
                                                                                                                                                                                                                                        alact
                                                                                                                                                                                                                                                                                                                 Enc feform
and increase the indicated resource supply by one.                                                                                                                                                                                                                     Blo Win: : -🚨
                                                                                                                                                                                                                                                                                                                          Ca
                                                                                                                           ate:
                                                                                                                                                                                                                  that lo (❗)
                                                                                                                            ted
                                                                                                                                                                                                                                              ic
                                                                                                                                                                                                                                                                                                                             r
                                                                                                                                                                                                                                                                                               )
                                                                                                                                                                                                                                                                                                                         e f
For Challenge (❗) missions, the indicated resource                                                                                                                                                                                                                               se      :    ❗
                                                                                                                                                                                                                                                                                                                         t
                                                                                                                                                                                                                          ok                                                 Lo Heed (✔, time
oun
                                                                                                                                                                                                                                                                                                                       B
                                                                                                                                                                                                                  Meet       s like a
will be rolled against. Roll a d20; if your rolled value                                                                                                                                                                alien         b
                                                                                                                                                                                                                                                                                                                    li
                                                                                                                                                                                                                                mona utt                                        to      ers be
is LOWER than the quantity of the Challenge                                                                                                    Dis                                                                                    rch                                  🚨 avel g to ople
                                                                                                                                                                                                                                                                                  r
                                                                                                                                                                                                                                                                                 t min pe
resource that you own, you WIN! If your rolled value                                                                                         ob cov                                                                                                                                   i    t
                                                                                                                                                se er                                                                                                                              cla Mee
is HIGHER than the quantity of the Challenge                                                                                                      sse ali                                           Super-
                                                                                                                                                                                                                                                                                                                             2
                                                                                                                                                     d w en
                                                                                                                                                                                                                                                 ify an d +⭐
                                                           Di rt
                                                                                                                                                                                                                                                                                                                   ehe nd -💸
resource that you own, you LOSE! Once a win or                                                                                              💸
                                                             sc al
                                                                                                                                                                                                                                                          -⭐
                                                                                                                                               to         sp                                         black
                                                              po
                                                                                                                                                       )
                                                               ov (✔
                                                                                                                                                                                                                                                                                                                        e of
                                                                                                                                                                                                                                                         n
                                                                                                                                                                                                                                                        d
                                                                                                                                                                                                     hole
                                                                                                                                                                                                                                                                                                                        nd:
                                                                                                                                                                                                                                                                                                                     enc )
                                                                 er
Id -🚨 a
                                                                                                                                                                                                                                                                                                           r e a (❗
appropriately, increasing by one (+) or decreasing                                                                                              s    :
                                                                  to se: 🚨
Wi e: -💸
to se: +💸
                                                                                                                                                                                                                                                                                                                        a
                                                                                                                                                                                                          🔄
                                                                    un , ❗
                                                                                                                                                                                                                                                                                                               : +💸
                                                                                                                                                                                                                                                      n
                                                                     En -🚨 an
                                                                                                                                                                                                                                                      )
                                                                                                                                              n:
                                                                                                                                                                                                                                                                                                    🚨 ose: -🚨
by one (-). Some spaces contain both Gather and
                                                                                                                                                                                                                                         oo (❗
                                                                      Cl
ie
                                                                                                                                                                                                                                                    :
                                                                      sta )
                                                                                                                                                 +⭐
                                                                       W +⭐
                                                                                                                                                                                                                                   💸 Lo in:
                                                                                                                                                                                                                                               al
                                                                        t
                                                                         os
                                                                                                                                                                                                                                                                                                                  d
                                                                          e
                                                                                                                                                                                                                                                                                                                  fi
Challenge missions (✔, ❗), in this case, choose
                                                                                                                                                                                                                                               t
                                                                          i
                                                                                                                                                                                                                                                                                                             ppr
                                                                           ble
                                                                                                                                                                                                                                            en
                                                                            r:
                                                                                                                                                                                                                                                                                                   Unc ien Ma
                                                                                                                                                                                                                                            W
                                                                                                                                                                                                                                  ey
                                                                                                                                                                                                                                             e
                                                                                                                                                                                                                                                                                                                i
                                                                             e
                                                                                                                                                                                                                                                                                                          Win
                                                                                                                                                                                                                                    er nc
                                                                                                                                                                       with
                                                                               5 th p for pawr ard +💸
one to complete.
                                                                                                                                                                                                                                                                                                           A
                                                                                                                                                                   ent r
                                                                                                                                                                                                                                  ov ta
                                                                                                                                                                                                              rizon
                                                                                                                                                                                                                                                                                                      ove
                                                                                                            Meteor sh                                           m
                                                                                                                                                                                                                                sc ubs
                                                                                                                                                              i
                                                                                                                                                                                                                                                                                                         L
                                                                                                                                                                                                                                                                                                        to
                                                                                                                       ow                                  er         tte
During your travels, you will encounter several                                                             evasive m er: take                         Exp rk ma
                                                                                                                                                                                                                                                                                                     Al
                                                                                                                                                                                                                             D s
                                                                                  Dis ip Pe
da
                                                                                                                                                                                                        nt Ho
                                                                                                                       aneuvers
                                                                                    es
                                                                                                                                                                                                                              i
                                                                                      Ask
                                                                                                                                                                                                                  Win: 2🕓
                                                                                                                    (❗)
                                                                                      ove
                                                                                                                                                                 rim
                                                                                       h
                                                                                                                                                                                                                       +2🕓
                                                                                                                                                           xpe and ⭐
                                                                                                                                                                                                      (❗)
                                                                                                           🚨 to eva
                                                                                                                                                                                                                  Lose r:
                                                                                                                                                         E
s Eve
                                                                                                                                                                                                                      Ente
                                                                                                                    de
                                                                                                                                                     ⭐ ose: -🚨 and
encountering a wormhole, randomly generate a                                                                                                          to                   +
                                                                                          rw
                                                                                                                                                                                                                       :-
                                                                                                             Lose: -⭐
number between 1 and 6, (such as rolling a d6)                                                                          and -🚨                         L          💸
                                                                                             r
                                                                                             rec (✔)
                                                                                                                                                                                                                                                                      Lose: -🚨 and -💸
                                                                                                                                                                +
                                                                                              dita
Win: +🚨 :
                                                                                                                                                                                                                                                                                                               ✔) nobots
                                                                                                                                                                                                                                                                                                              r of unused
                                                                                                                                                                                                                                                array hit by space
                                                                                                                                                        Win
⭐ to
                                                                                                                                                                                                                                                Communications
                                                                                                                                                                                                   Cros
then travel to the outermost segment of the arm
                                                                                                 ko
                                                                                                 ts +
                                                                                                                                                                                                                                                                                                                    +⭐
                                                                                                                                                                                                                                                   debris (❗)
number decided.
                                                                                                                                                                                                                                                                                                      earc ode +🚨
                                                                                                    f
                                                                                                      🚨
na
                                                                                                                                                                                                                                                                                                                ode
                                                                                                                                                                                                                                                                     💸 to Repair:
                                                                                                                                                                                                                                                                                                     can ounter
To End the Game:
                                                                                                                                                                                                                                                                      Win: -💸
When 🕓 drops to 0, an alien mothership has taken                                                                                                                                   ith )
                                                                                                                                                                                                                                                                                                           hM
                                                                                          D
                                                                                       ali isco
                                                                                                                                                                                                                                                                                                             (
                                                                                                                                                                               l w (✔
iste
                                                                                                                                                                                                                                                                                                       air M
an interest in you, and you must use all your skills to
                                                                                                                                                                                                                                                                                                       Enc
                                                                                          en ve                                                                              a
avoid a hostile situation. Complete a Challenge (❗)                                          te r a                                                                        de n
                                                                                   In          m nc                                                                     te tio
                                                                                                                                                                                                                                                                                                   Rep
of each type (⭐, 🚨, 💸) to determine if you win or                               Pi ves                                                                               ia liza
                                                                                                                                                                                                                                                                                                  Res
                                                                                                ple ie                                                             t                      🚨
                                                                                  lla tig          (✔ nt                                                       go ivi               +💸 l +
lose!                                                                                 ge at
                                                                                                     )                                                       Ne en c           e al dea
    ●     Easy: 2/3 of final Challenge Wins                                               +💸 e +                                                              al
                                                                                                                                                                 i           d
                                                                                                                                                                           e ion
                                                                                                                                                                                                                                    Lo Ent ✔, tio r-
                                                                                                 ⭐                   Enter dark matter
                                                                                                                                                                                                                                      to n ( viga ype
                                                                                                                                                                         ad tect
                                                                                                                                                                                                                                                                                    ai h ure ize r
                                                                                                                                                                                                                                                                                             t -s e
    ●     Medium: 2/3 of final Challenge Wins                                                                                                                          r
                                                                                                                                                                                                                                                                                       un n (✔ d
                                                                                                                                                                                                                                                    n
                                                                                                                      fluxfield. (❗)
                                                                                                                                                                                                                                                                                                  +🚨
                                                                                                                                                                                                                                                                                             ct ⭐
                                                                                                                                                                                                                                   ⭐ tatio na d h
                                                                                                                                                                                                                                                                                         de tac )
                                                                                                                                                                                                                              Sa Wi se: er: ❗)
    ●     Hard: 3/3 of final Challenge Wins
                                                                                                                                                                                                                                                                                              a o
                                                                                                                                                                         P
                                                                                                                                                                                                                                                                                           te t +
                                                                                                                                                                                                                                                                                           pl c
                                                                                                                                                                                                                                               e te
                                                                                                                 🚨 to evade
En
                                                                                                                                                                                                                                                                                               ed
                                                                                                                                                                                                                                           ac ra
Difficulties:
                                                                                                                                                                                                                                         sp alib
                                                                                   Time Counter                   Lose: -⭐ and -🚨
                                                                                                                                                                                                                                                                                      n co
                                                                                                                                                                                                                                lva n: 🔄 -🚨
    ●      Easy: Start with 10⭐, 10🚨, 10💸, 25🕓
                                                                                                                                                                                                                                             c
                                                                                                                  Win: +🚨
                                                                                                                                                                                                                                          Un
    ●      Medium: Start with 8⭐, 8🚨, 8💸, 20🕓                   Easy →
                                                                                                                                                                                                                                                                                  m lis
                                                                                                                                                                                                                                      +💸
                                                                                                                                                                                                                                       s
    ●      Hard: Start with 6⭐, 6🚨, 6💸, 15🕓
                                                                                                                                                                                                                                                                3
                                                                                                                                                                                                                                   ge
                                                                Med. →                                                                                                                          te
                                                                                                                                                                                                                                                                                  E
                                                                                                                                                                                      Corpora
To Begin:                                                                                                                     Planetoid looks like                           Discover             )
Choose your difficulty and set your resource dice to            Hard →                                                 4        a former world                               espionag
                                                                                                                                                                                      ep  lo t (✔
the correct number, then randomly generate a                                                                                      leader (✔)
                                                                                                                                                                                       out +🚨
number between 1 and 6 as if you just entered a                                                                              Admire +⭐                                        Rat them sist +💸
                                                                                                                                                                                       A s
Wormhole (🔄) and place a token on the outermost                                                                              Charge Admission +💸                              Covertly                                                                         A self-contained game by Bralex Adley
segment of the determined arm.                                                                                                                                                                                                                                 https://creativecommons.org/licenses/by-sa/4.0/
                                 Squirrel Planet
                                       Once upon a time a group of friends came
                                       across a black squirrel. Since they
                         3             had nothing else to do, they decided to
        2                              follow it. After 20 minutes the squirrel
                                       disappeared. The group witnessed it
                                       going into a tree and because they
                                       were   curious,   they  tried   entering
                     4                 the tree, which surprisingly worked.
Space Chicken Fighter (1) In this room the group encounters a space chicken fighter
whose special weapon is his dangerous lightsaber which can easily be deadly.
Roboteeth Pony (2) In this room the friends encounter a pony whose roboteeth
can do a lot of damage, but the pony can only use them every third round.
Mutant Space Squirrel (4) This three headed space squirrel is the end
boss. It has the ability to teleportate itself, read and control minds and
control hair. It’s weakness is that it can’t breath without its helmet.
If you finish the dungeon every character who died will be resurrected and you have
the choice between going back to earth without memories of this planet or live on
the squirrel planet as a squirrel.
My daughter got angry and screamed that they had put a lot of
work into this and didn’t want to change anything. I repeated
that the jury might find the dungeon too linear. She replied that
she didn’t even care about the prizes. Well, I said, but maybe
you want to play it with your D&D group and make the dungeon
more interesting. Ok, then add a room, if you must, she said.
                                  Lina, Hendrik, Joaquín, Herr Zinnling, July 2022
                                  http://creativecommons.org/licenses/by-sa/4.0
                                                                                                     by colin lammie                                                                     reven.io
                                                        sound of brush being rustled. This is Hunck's           Fireplace                                             party crosses the bridge they will immediately be
Encounter: Camp #1                                      friend Wuz. The players don’t want to meet Wuz.         carvings, potpourri                                   greeted with moans and screams of the cavern's
“Two roads diverge in the wood, and I—                                                                                                                                inhabitants.
                                                        A fresh footprint is found in moist soil.               On top of the hearth are several carvings and a
I took the one less traveled by,                                                                                small bowl of potpourri. The carvings are of          In this chamber are 52 former residents of the
But I wish I didn’t.”                                                                                           simple figures in sitting or crouched positions.      free city of Esir Hold. They were all the
                                                        Meeting Hunck                                                                                                 unfortunate dinner guests of the Vore. What
Exhaustion has set in followed shortly by the                                                                                                                         remains are the faces of terrified women and
                                                                      manager, elderly, crude
setting sun. If only there was shelter nearby…                                                                                                                        men. Merchants, farmers, guards. Their screams
                                                                       "Well hello there. M'names Hunck                                                               and pleas are no more than whispers from their
The Camp                                                                 but you can call me Hunck. Ya                                                                voiceless mouths. A few others are more audible,
                                                                          must be lookin' fer larging."                                                               begging to see their families. This morbid chorus
open front cabins, covered firepit, roast pig, 2
                                                                            "Nearby is a river you can                                                                is accompanied by knawed bones trying to crawl
                      gnomes
                                                                            water yer horses. It's also                                                               their way to rescue; disturbingly fresh faces
                          Two gnomes occupy                                 used for bathing and washing        Within the fireplace is a small pile of ashes and a   desperately try to reach the party.
                            one of the cabins.                              dishes. It's real private, nuttin   partially burned log that is no longer lit. If the    If anyone donned the otter suit they will be safe
                            One gnome is surely         ta fuss about."                                         fireplace is searched the players will notice it is   from the disease that will spread from the
                            and stares at the                                                                   designed to burn unusually hot. Five steel coat       "residents". All other party members will be
                            players.                    " Youse just in time, weez cookin' pig. She's so        buttons of an unusual design can be found in the      infected if scratched. This minor, but pernicious,
                                                        beautiful I almost raw dogged her before I got          ashes.
                             In the center is a pig                                                                                                                   disease that will not heal naturally and must be
                                                        back!" [giggle snort]
                             on a spit roasting over                                                                                                                  cured.
an open flame.                                          "Grab a seat! Youse won't get no troll slobber
                                                                                                                Storage Closet
                                                                                                                broom, dust pan, rags, secret door                    There is an exit at the end of the bridge in the east
                                                        here."
                                                                                                                                                                      wall.
Searching                                                                                                       There is a secret door on the east wall that can be
                                                        Hostile Hunck                                           opened by pulling down the rain spout outside to      Rainbow Room
A bag is found in the bushes. It is filled with dirty   If threatened Hunck will blow a cloud of                the right of the entrance. When the door is           A short 5 foot (1 metre) square hall leads to a 5
clothes.                                                hallucinogenic spores from a pouch inside his           opened the spout returns to the up position. The      foot (1 metre) wide shaft. The odor creeping from
                                                        cheek. Everyone within 5 feet (1.5 metres) will         secret door, which slides open, can be forced
Scratches on the trunk of a tree 3½ feet (1 metre)                                                                                                                    the darkness below is nearly intolerable. On the
                                                        become confused. Hunck will then begin blowing          open but will be difficult due to the lack of
from the ground                                                                                                                                                       north wall is a and empty sconce.
                                                        a whistle to alert Wuz while running away into the      anything to hold on to.
If the party searches the surrounding area they         closest thick brush. If the players capture Hunck                                                             Dangling in the middle of the shaft is a crude
find that the vegetation is extremely thick and         he is a common human.                                   Secret Room                                           harness with stirrups. It is attached by chains to
nearly impassable.                                                                                              moisture proof suit, spiral staircase down            all sides of the shaft 7 feet (2 metres) above.
https://creativecommons.org/licenses/by/3.0/                                            Map Assets by 2-Minute Tabletop        “Resident” Art by Publisher's Choice Quality Stock Art© Rick Hershey / Fat Goblin Games
The Vault of the Three Fingered Flame
by Scott Jarvis https://bear-wizard.itch.io/
        A potent combination of sandstorms and tectonic activity have recently unearthed an ancient vault in the desert. Countless
years and the crushing weight of the stone and sand have rendered the once impenetrable doors useless. Bandits were the first to
breach the vault; the more courageous of the crew entered in search of valuable salvage; they never emerged. Their more reticent
companions spoke of it later, deep in their drinks, and about the unwholesome yellow light that emerged, and the sound of laughing.
In the Vault
        The vault itself is hot and stuffy. An unpleasant yellow light emits from deeper in, casting the entire place in a xanthous glow.
All doors are unlocked and not trapped, unless otherwise noted.
Encounters - Roll a d6 every time the party enters a hallway or makes a lot of noise. On a 6, roll on the table below.
   1. 1d6 Mutant Rats, their eyes glowing yellow, driven by hunger and madness.
   2. 1d4 Blind Bandits, wandering aimlessly, laughing and weeping; their eyes have burst.
   3. A sanity devouring light flashes, save or lose 1d6 from a mental stat. If a stat is reduced to zero, your mind shatters and your
       eyes burst.
   4. 1 patrolling Corpse Soldier, uninterested in anyone not trying to escape.
   5. 1 Yellow Prophet, gibbering and shooting yellow flame for their eyes.
   6. Esanna, a former bandit, now just trying to escape, preferably with their eyes intact.
    4. This room was probably an office or workspace, before being destroyed by an explosion. There is one badly damaged
       Janitorial Robot doing its best to clean.
       There is an obvious breeze, and a distant mechanical whirring noise in this room. A careful search along the south wall will
       reveal a vent leading to a large air duct, large enough for a person to crawl through. There is a colossal fan still in operation;
       be careful not to fall in!
    5. An ornate and ancient chest sits in the center of this room, neither trapped nor locked. Inside it contains a bolt of cloth,
       similar in hue to the Three Fingered Flame. If one wraps their entire body, including their head and face, they will be able to
       live comfortably without air, food, or water. However, each day they must make a save or lose one random stat to the cloth.
       These stats cannot be healed until the cloth is removed.
http://creativecommons.org/licenses/by-sa/3.0
                                                                         That’s no cave!
Intro: A local wizard, and any magic users in the party, have felt strange, unexplainable energy surges from a nearby cave. Surely it hides something powerful you could
use! You must make haste if you wish to be the first to find the source of the power!
To the DM: The dungeon is intended to be played in a medieval setting by 3–6 characters but should be adaptable to any setting and party size. I encourage the DM
not to reveal that the PCs enter a spaceship too quickly. When you describe the inside of the structure as looking organic, you could try to mislead them into believing
they are inside some sort of large burrowing animal. As the dungeon is system neutral, all enemy stats, the number of enemies, and specific loot is left up to the DM.
  Naturally formed cavern.              Cave main room. Smells: Sulphur, burnt fur, blood. A                  Entrance.          Eastern corridor. Smells: stale air. The
  Smells: wet fur, rot, and feces.      large, naturally formed cave with no light sources. Upon                                 same odd tool-markings on the walls as
  Hidden in the corner of the           inspection there are four paths leading out. In the middle                               in the western corridor. If the party fails
  room is a bear cub. It is             of the room is a dead giant bear, still warm. It is riddled with                         an adequate perception-type roll, they
  curious, but not openly               wounds from slashing weapons and has several scorch                                      are ambushed by 1d6+2 cave dwelling
  hostile.                              marks. It seems like it tried to drag itself towards a cavern                            spiders (or similar depending on
                                        to the north west before it was killed.                                                  system).
  Western         corridor.
  Smells: stale air. If                                                                                                                    Airlock. You see a circular
  checked, you notice that                                                                                                                 opening to the south. When
  the walls don’t seem                                                                                                                     the party enters the room the
  natural but have been                                                                                                                    opening closes by a sphincter
  dug out by tool-marks                                                                                                                    door. It cannot be opened by
  you don’t recognize. If                                                                                                                  any obvious or trivial means.
  you didn’t know better,                                                                                                                  Smells: Clean metal, with an
  you would say they                                                                                                                       almost undetectable hint of
  looked like teeth-marks.                                                                                                                 wet scab. These smells persist
                                                                                                                                           throughout the ship. The
  Southern       cavern       and                                                                                                          walls are made of a material
  corridors. You hear voices                                                                                                               you have never seen before. It
  from this room. A magic user                                                                                                             is black, with some areas
  and three mercenaries are here                                                                                                           lighter than others. It is
  already! The magic user has no                                                                                                           extremely hard, yet it looks
  intention of giving up the                                                                                                               almost organic with folds and
  potential treasure further                                                                                                               uneven surfaces. The room is
  ahead! If possible, use the                                                                                                              lit from an unseen source and
  caves to the east/west as a way                                                                                                          has an unnerving green hue. A
  for the magic user to run into                                                                                                           hallway to the right leads
  and throw magic at the party                                                                                                             deeper.
  while the mercenaries attack
  with melee weapons.                                                                                                       Sleeping quarters. Door is open. The room
                                                                                                                            is filled with odd looking furniture you
  Storage room. A large room, though                                                                                        perceive as beds. The beds are made of some
  it is mostly empty. Some empty                                                                                            sort of gel. There are half-eaten remains of a
  containers remain, made of a similar                                                                                      dead prawn-creature (see Brig for
  material as the rest of the room. You                                                                                     description) in the middle of the room. Next
  cannot shake the eerie feeling you are                                                                                    to it is some sort of digging tool, matching the
  being observed by unseen eyes.                                                                                            marks in the caverns outside. You are not
  There is a starving rat in the corner.                                                                                    alone in this room; you hear squeaks and
  How’d that get in here?                                                                                                   hisses. There is a swarm of starving rats in
                                                                                                                            here with you! They attack as soon as the PCs
                                                                                                                            are inside.
  Brig. The door is open. Many prison cells line the
  walls. Two of the cells are occupied by something
  vaguely humanoid. The creatures have way too                                                                  Mess Hall. Door is locked until interface in the Control
  many appendages, elongated skulls, and a prawn-                                                               Room is interacted with. You see furniture you assume
  like body with a flat back. They appear to be dead                                                            are tables and chairs. There is a type of nozzle on one
  as they seem almost dried out, like only the husks                                                            of the walls. When interacted with it spews outs a
  remain. When the interface in the control room is                                                             greenish substance. It smells rather pleasant, and if
  interacted with and power is cut, the cells open, and                                                         eaten is simply some kind of food (with a really long
  the creatures awake in a weakened state. They are                                                             shelf life) that tastes delicious.
  openly hostile and will attack the party after trying
  to communicate in an incomprehensible language.                             Bridge. Door is locked until interface in the Control Room is interacted with. Three more
                                                                              prawn-creatures are in this room, they seem severely weakened, but still put up a serious
  Control Room. The door is open. A dead prawn-creature (see                  fight. You notice one of them have scorch marks on the side of its body. Once two of the
  Brig for description) is leaning against a biological contraption in        creatures are dead, the remaining one should try to escape, however it can’t get far as the
  the middle of the room.                                                     outer door is still locked. Parts of the eastern wall is torn open. Through the hole, you see
                                                                              mountain rock. Fragments of the wall are on the ground; surely a competent blacksmith
  If the contraption is touched by one of the PCs there is a short            could fashion fantastic weapons or armor out of this material? Along the southern wall
  power surge, the systems seemingly coming back online, followed             there is a similar biological interface as in the Control Room. This one doesn’t respond
  by a complete blackout. After a few tense moments, a red pulsing            to your touch, but upon further inspection it seems as if the arm of one of the creatures
  light switches on, illuminating the entire ship. The blackout causes        fits into the interface. Once placed there the outer door opens, and an alarm sounds
  all remaining inner doors to unlock. The imprisoned creatures in            throughout the ship. The PCs have inadvertently activated the ship’s self-destruct and must
  the Brig wake up and are released from their cells.                         get as far away as possible as quickly as they can!
S
           trange voices are plaguing the minds of
           townsfolks. Intrusive inquiries concerning
           carriage warranties and requests from “deities”
           for coin in return for a larger sum…it’s all so
           confusing.
              The party descends through an underground
           colony of Sendmarketers and discover that
Werehumans, led by their evil General Manager, are
abusing sending spells to intrude into the thoughts of
unsuspecting elderly villagers.
  Hacking and slashing your way to the boss works fine,
but making a few friends along the way couldn't hurt.
 Random Traps
 d4 Trap
  1 In meeting for 1d6 rounds. Head to CR.
  2 Hold mug in dominant hand for 1d4 rounds.
  3 Can only shout "Hump day!" for 1d6 rounds.
  4 Become a Werehuman for 1d6 rounds, head to
    nearest Sendroom. Enjoy your long nails, bad
    breath, and crippling student debt.
# Room        Description
 1 Lobby      Glyph on locked east door. Secretary. Cursed MLM paraphernalia on desk. Sticky note with pass phrase.
 2 Sendroom Werehumans (10) busy sending. Chair Wizard appears with Rod of Rebooting if sendings stop.
 3 Supplies Sending components. Paper shredder trigger under floor tile—spinning blades rise from floor.
 4 Toilet     Secret hole behind toilet. Shades of Indoors (Sunglasses with darkvision, +3WIS, +3CHA).
 5 BKRM       Employee lunch labeled 'C.W.' triggers 2’ Pit Trap. Fridge takes lunch back. PCs feel guilty for not working.
 6 Sendroom Note says “Meeting in CR.” Components cause PC to call ex in real life outside of game if used.
 7 CR         Werehumans (9) in dark room watching Werehuman present. They don't engage unless provoked.
 8 Supplies Shelves of components, names of elderly townsfolk, and a Trilby of Confidence (-20CHA).
 9 I.T.       Chair Wizard. Never leaves rolly chair. If offered Trilby he’ll give Bracers of Carpal Tunnel (+1AC).
10 Sendroom Werehumans (16) busy sending.
11 Sendroom Werehumans (16). Floor in front of locked west door is wet. Key to door is in area 12.
12 BKRM       Pit trap by fridge. C.W.’s backup lunch is here. Broken shredder. Blades rise but don’t spin. Key on shredder.
13 H2Office Water elemental. Nametag: Slippery When Wet. "Wanna hear my new idea 'Tapeseal'?". Offers free samples.
14 BKRM       Werehumans (3) “Have you heard the pitch yet?”
15 Sendroom Werehumans (13). One is staring at leak in upper southeast corner.
16 Guards     Guards (2) recognize PC from local nightclub they bounce at part time.
17 Reception Narrow bridge over crevasse. Secretary. Glyph on locked door. Sticky note. A statue in corner gently yawns.
18 GM         General Manager, an evil clump of soggy hair with slimy eye stalks, bug arms, and thumb legs. Lute. Tune is
              written on bathroom stall and reveals loot behind east wall and elevator to south. Rod of Micromanagement,
              Scroll of Business Certification with name clearly forged, DVD copy of "The Secret".
19 Hallway    It's dark in here.
20 Exit       Elevator pass phrase in area 18. Wrong phrase causes door to shut, lock, and air is sucked from room.
                                                                                           10
3:    space outer                                                                                                          mortar and knife, this allows the skilled user to, very
4:    press on                                                                                                            slowly but surely, reconfigure reality.
5:    inner space
6:
7:
      space empty space
      place everywhere place
                                          1                                                                          Roll a d6 every minute when walking through walls. On a
                                                                                                                     roll of one, roll 2d6 and consult the table below:
8:
9:
      on is in
      place digits place                                                        6                          5         2.
                                                                                                                     3.
                                                                                                                            One or more of your bones grows or shrinks by 50%
                                                                                                                            Arthritis reduces your movement permanently by 10%
10:   down no up no left no right no                                                                                 4.     Small spines emerge from beneath your skin
      destination on and in
                                                                                                                     5.     Your eyes weep sand: 1d4 dessert spoons per minute
At the centre of the labyrinth at ABC 26                                                                             6.     Your finger and toenails grow at twice normal speed
depressions in the wall each contain a letter                                                                        7.     You panic and flee in a random direction, not stopping
of the alphabet. Below, half of a a woman’s                                                                                 until you reach the open air. You must rest d4 minutes
footprint can be seen on the floor, the                                                                                     before re-entering the labyrinth
remainder of it is under the wall.                      Anthea Genn is fast asleep but has found some fascinating
                                                        pebbles.                                                     8.     You itch all over. For the next d4 minutes, all rolls are at
Pressing the first letter from each of the ten                                                                              disadvantage
inscriptions, in order, gives everyone stood          Stone Bone Demon: AC 15 / HP 44 / DMG d12 - sucks out a bone   9.     One of your finger or toenails thickens by d6+1 times
in the tunnel the ability to walk through its         on max damage                                                  10.    Your hair starts to fall out
walls:                                                                                                               11.    You become double-jointed
         i-d-s-p-i-s-p-o-p-d                          d12 bone shard imps: each AC 10 / HP 2 / DMG d3                12.    Your skin becomes bony and hard, +1 armour
                                                     https://creativecommons.org/licenses/by-sa/4.0/
                                                                                                                                                                  Room Five. The Healing Glade
                    Room One. The Bog Swamp                                                                                                     Square. 60ft x 60ft. 6 portals. Enter 1d6. Exit 1d6.
Square. 90ft x 90ft. 6 portals. Enter 1d6. Exit 1d6.                                                                                            Goal: The centaur Avastas Vex makes a deal with the PCs for a
Goal: Get to the portal. Or magic item cost.                                                                                                    magic item that the next portal will contain the final portal.
Muddy water pulls at your boots as the trees and vines seem to                                                                                  Avastas talks to the PCs while circling a giant obsidian ethereal
attempt to block your path creating difficult terrain. A                                                                                        well. Drinking from well grants short or long rest and one boon.
poisonous stench fills the air causing ill effects.                     Footsteps get louder as your pursuer closes in. You fumble with the
                                                                           Portal Interface as your friend pulls out a relic from the bag       Up to two levels of exhaustion can be removed.
Near the center of the swamp lies a shattered, malicious spire            interrupting the pursuit and granting you time to escape. Fading      Boons. 1d6. hit die spent are max value, +1 to AC and saves, magic
emanating dark magical energy. Starting within 15ft incurs 1d6          through the portal you watch as your Pursuer snarls "You can run but    resistance, +6 hit point max, +1 to attacks and damage, healing
damage, and can’t heal for 1d6 rounds, doesn't stack.                  you can't hide. I always find what is rightfully mine!" before jumping   spells and potions max value
Cha check 13 to interact with dark spire. Magic item sacrifice             through a different portal along with two goons on your trail.
stops all effects and attacks.
6 Exploration Rounds.
   All Rolls -1. Sinkholes appear. dex save 11                                                                                                                        Room Six. The Machine
   All Rolls -2. Vines attack. Vine Whip (R) +6 (1d6+1).                                                                                        Circle. Radius 90ft. 6 portals. Enter 1. Exit 1d6.
                                                                                                                                                Goal: Get to the portal. Or magic item cost.
   All Rolls -3. Thorn bush walls. dex save 13 vs 1d6+1 damage.                                                                                 A giant computer tower in the center controls the platforms and
   All Rolls -4. Vines attack. Vine Whip (R) +6 (1d6+1).                                         Ways to Play. 1d6.                             effects. Wary PCs will note the infinite sky above and below the
   All Rolls -5. Roots entangle str save 15. escape str check 15.            6 rooms in order, 8 rooms in order, 1d6 rooms in order,            floating platforms. Flashing lights indicate which platforms will
   All Rolls -6. Vines attack. Vine Whip (R) +6 (1d6+1).                            1d6+2 rooms in order, 1d6 rooms randomly,                   be available next round.
                                                                                                1d6+2 rooms randomly                            PCs can appease the Machine with a magic item or destroy it with a
                                                                                             Hero Mode: All 8 randomly                          magic spell. Int check 15 to use control panels to pause the
                                                                                                                                                platforms for one round.
                                                                                    Portal Interface has (# of rooms) charges.                  Floating in the area is a decrepit dwarven robit sphere named
                                                                                          Last one always goes home. 1d6.                       CHARLIE, adding 1d6 dmg to non-magical melee or ranged attacks.
                   Room Two. Inside a Piano                                                                                                     Cha check 15 to receive advantage on one roll per round.
Rectangle. 40ft x 180ft. 2 portals.                                      wristband barcode, keycard swipe, metal key, book of passwords,        3 Exploration Rounds.
Goal: Get to the portal. Or magic item cost.                            severed eye, robit hacker; (1d6: hummingbird, scorpion, bee, tree,         Platforms move every round. 1, 3, 5. 2, 4, 6. 1, 3, 5.
Giant piano hammers threaten the path while vibrating strings                               flying sphere, small puppy)                            Robit countdown. 3 rounds. Green, Intruder detected.
cause the room to shake violently.                                                                                                                  Yellow, Intruder alert. Red, Intruder engaged.
On the path lies a crystal arcane circle that provides power to                         What do the portals look like? 1d6.                     3 Combat Rounds.
the piano. Rounds 1 - 3, spellcasters +3 to all rolls. Rounds 4 -                 ancient stone, decayed wood, worked obsidian,                    Platforms move every round. 1, 3. 2, 6. All.
6, -3. Int check 13 to interact with the arcane circle. Magic                            earth and vine, futuristic metal,                         Grapple (R) str check 15.
item sacrifice stops all effects and attacks.                                                                                                      3 attacks, Laser (R) +6 (1d6+1).
6 Exploration Rounds. Alternate lair actions.                                                      magical energy                                  init: 20 Countdown to platform drop, 3 attacks, Laser (R) +6
   dex save 9 + (round # times 2) vs 1d6+1 dmg                                                                                                     (1d6+1). Init 0: dex 20 with advantage.
   con save 10 + (round # times 2) for room shaking vs prone.
   disadvantage if they failed the previous dex save                                          What's in the box? 1d6.
After 3 rounds, the path is damaged and space is removed, or               embarrassing political blunder, expensive business mistake,
creates difficult terrain. Dex saves at disadvantage.                           suspicious bloody dagger, lost priceless heirloom,
                                                                                 last bottle of ancient wine, racy personal letter
                                                                                                                                                                 Extra Room Seven. Spider Caves
                                                                                                                                                Rectangle. 40ft x 180ft. 2 portals.
                                                                                                                                                Goal: Get to the portal. Or magic item cost.
                  Room Three. Summer Carnival                                                                                                   A dark, dank cave whose inhabitants are trying to eat you. Their
Circle. Radius 60ft. 2 portals.                                                                                                                 webs and the stalagmites make it difficult terrain in places.
Goal: Finish the competition in the top 3. Or magic item cost.                                                                                  1d6 stalagmites 5x5ft every 50ft, block vision and provide cover.
3 skill games. More successes are good. More failures are bad.                           Bag of Relics. 1d6 uses each. 1d6.                     PCs can appease the giant spider Hasayl with a magic item
Popular among the onlookers stands a golden radiant juice                a brooch that lets you fly, a goblet that spills causing difficult     sacrifice to stop all effects and attacks. Cha check 15 to make
fountain. 1d6 chance to heal(even) or damage(odd) 1d6 if                 terrain for 10 ft, a leather shoe that teleports you up to 30ft to     the deal with the spider queen.
consumed. Removes up to two levels of exhaustion.                        a space you can see, a pearl that regains one spell use and causes     Among the rubble lies a shadowy undead bone pile named Bekara. All
Losing requires cha check 14 or magic item sacrifice.                     one level of exhaustion, a bottle that pours thick fog for 60ft       creatures alternate +2/-2 to AC each round. Magical Darkness grows
Competitors. (str, dex, con).                                                                                                                   20ft over 3 rounds of combat. Wis check 15 to make a deal with the
   Hopper, rabbitfolk (+0, +3, +0)                                           for 1d6 minutes, a small ugly statue that causes magical           Bekara the Bones and remove up to two levels of exhaustion.
   Shadow, catfolk (+2, +2, +2)                                                                   darkness for 60ft                             3 Exploration Rounds. Every round each PC 1d6, odds finds webs.
   Osley, pigfolk (+3, +0, +3)                                                                                                                     Cubes of web 10x10ft, dex save 13 to be caught, str check 13 to
Cup Pong. 3 rounds. dex check 9 + (round # times 2). No ties.                                                                                      escape. Each giant web has AC 8, 3 HP, vulnerability to fire,
Greased Kobold Wrestling. opposed strength checks. Two small                                                                                       and resistance to bludgeoning, piercing, and psychic damage.
kobolds vs 1 medium creature. First to 3 wins.                                                    Important Info                                3 Combat Rounds. Giant Spider and two swarms of spiders attack.
Moon Pie Eating Contest. con check 3 + (pie # times 2). on                PCs begin with 1d6 healing potions that heal 1d6+1.
failure con save 15 vs poison 1d6 rounds. Most pies wins.                 PCs begin with 1 point of inspiration.                                Every round each PC 1d6, odds finds webs.
                                                                          Each room has 6 rounds. Can be repeated if needed.                       Giant Spider. AC 14. HP 11 (3d6+1). Bite (M) +5 (1d6+1).
                                                                          Begin each room by pulling from the Bag of Relics.                        con save 13 vs incapacitated for 1 round. Spider-Climb.
                                                                          Int check 14 to determine the correct portal, and an action to           Swarm of Spiders. AC 12. HP 8 (2d6+1). Bite (M) +3
                                                                          open it.                                                                  (1d6). Spider-Climb.
                 Room Four. Castle in the Clouds                          One round between rooms to talk, use items, use abilities, or
Rectangle. 40ft x 180ft. 2 portals.                                       information/skill/ability checks.
                                                                          Dashing more than 3+conmod times make con check 10 or add one
Goal: Get to the portal. Or magic item cost.                              level of exhaustion.
Cloud giants yell for you to leave from atop a crenelated tower           Rooms 3, 5, 7, and 8 have the possibility to remove exhaustion.                     Extra Room Eight. The Haunted Crypt
                                                                          Progress clock for boss and goons to catch up has steps equal to      Square. 90ft x 90ft. 6 portals. Enter 1d6. Exit 1d6.
while air elementals throw boulders along the way. Cha check 14 to                                                                              Goal: Get to the portal. Or don’t.
get the giants to stop the boulders.                                      the number of rooms. Every round 1d6, 1 adds a step, 6 removes a      A soft earth, bones, and gravestones surround a bloody unholy
Halfway along there is a forgotten brazier. Once lit, within 60ft         step. At top of round Boss and Goons attack from nearest portal.      altar. A foul mist hangs in the air as fear grips your chest.
                                                                          If not, they attack at the beginning of round 4 in the last room.     Upon the altar sits a horrific dripping alien sarcophagus chiseled
PCs can choose to succeed a save 3 times then the fire goes out.
 Magic item sacrifice stops all effects and attacks.                                                                                            with unspeakable runes. Start of every round, wis save 5 + (round
                                                                                                                                                # times 2) vs disadvantage on saving throws. 1 hit die worth of
6 Exploration Rounds. falling boulders every round. dex save 7 +                                                                                self-inflicted sacrifice damage stops the room but not combat. Wis
(round # times 2) vs 1d6+1 dmg. Knocked prone every other failure.                                                                              check over 17 can interact with the altar, an ai remnant of an
   Heavy rain makes difficult terrain for 1d6 rounds                                                                                            alien that goes by 01010110 01101001 01110011 01100001 01110110
   Heavy wind pushes the PCs back 10 ft., dex save 13 vs prone                                         Goons                                    01100001, and cha check 15 to make a deal.
   Cloud of fog obscures vision, starts at 60ft mark, grows 20ft per      Type. 1d6. ghosts, red caps, goblins, pixies, tiny robits,            6 Rounds. Top of each round undead skeleton hands reach to grapple
                                                                                                                                                and pull the PCs to their doom.
   round                                                                  cavelings                                                                Grapple. str save 13 if movement used, 15 if no movement vs
   Large hail falls, 1d6 dmg, dex save 15 vs half dmg                     Special Ability. 1d6. stealth, magic resistance, disengage,              pulled 1d6 feet into the ground. disadvantage if prone.
   Thunder and lightning strike at 60ft increments. dex save 16.           pack tactics, damage immunity, burrowing                                str check 10+feet sink to escape.
   15ft take 2d6 dmg and knocked prone. 30ft take 1d6 dmg and pushed      AC 13. HP 11 (3d6+1). Slam/Dagger/Magic Bolt (M/R) +4 (1d6+1).           if submerged at the start of turn con save 14 vs 1d6 damage
   10 ft. Both vs half damage and no prone/push                           Init +1. No bonuses.                                                  Combat. 2 skeletons attack from the opposite side of the crypt.
                                                                                                                                                One more emerges at the top of each round.
   Mudslide towards the PCs at 130ft, 30ft wide. str check 17 vs          Death Flare: explodes at 0 HP, all within 5ft dex save 13 vs 1d6         Skeleton. AC 13. HP 11 (3d6+1). Short sword/Short bow (M/R) +4
   push back/knock prone 15ft                                             damage                                                                   (1d6+1). Immune to poison.
                                                                                                     Boss pt 2                                                             Boss pt 3
                                                                          AC 15. HP 28 (6d6+6). 2 attacks. Melee (M) +6 (1d6+1) or Range        Has one villian action per round, taken after a PCs turn.
                                                                          (R) +6 (1d6+1). Init +3. Add 1d6 for checks/saves.                       Round 1. Unnerving Aspect. All within 30ft wis save 15 vs
                           Boss pt 1                                      Special Ability. 1d6. magic resistance, spider-climb,                    charmed, save at end of turn.
Type. 1d6. changeling prince, unseelie faun, fairy detective,             invisibility, pack tactics, non-magical resistance, fly                  Round 2. Fey Step. The boss magically teleports up to 60 feet
 undead spy, dragonling, djinn noble                                      Melee. 1d6. slam, sword, claw, bite, club, necrotic touch (can’t         to an unoccupied space it can see.
Name. 1d6. Insoucias Fram, Tíne Cozco, Van Sedai, Scott Johnson,          heal for 1d6 rounds)                                                     Round 3. Darkness. The boss creates a sphere magical darkness,
Qainnaerrion, Smokewill Ruinsworn                                         Range. 1d6. dagger, bow, dark bolt, fire breath, water whip, rock        grabs the box, and leaves through the nearest portal.
                                                                                                                                                                                                                                      Gardner 2
     The forest has two sides, one in the material plane and one in the fey. Pathways labeled with pink
     are transitional: when players cross these, they will be led to the corresponding clearing on the other
     side, e.g., the pink path from 2M will lead to 5F, and the one from 5F will lead to 4M. A pink mist
     will surround the players while using these paths and will clear when they exit.
     All writings are in the Sylvan language.
    The Material side                                                                                       5M: A small shack is built in this clearing which acts as
                                                                                                            the residence of a green Hag. The Hag seeks to kill the
                                                                                                            unicorn to harvest its blood. For that purpose, she poisoned
                        1M: The players enter the forest from the path                                      the water of the unicorn spring, but that just made the
                      south of here. At the far side of the clearing, there                                 unicorn stop appearing.
                       is a tablet that reads: “Some paths are crossings.
                                  Look out for the pink mist”.
                               2M: On the point where the path splits, there is a
                               signpost, pointing to each way. On the left path,
                                it says: “The Large Beehive”, while on the right
                                 the text has been scratched off and is illegible.
The Fey side                                                                                              5F: A shack, similar to the hag’s, is here, but it is
                                                                                                          uninhabited. A cauldron full of pure, clear water lies inside.
1F: An inscription that reads: “All who stray off the path are                                                 6F: Tainted water springs from a rock outcropping here,
inevitably lost, unless they are guided by the guardian of the                                            v forming a pool. The water can be purified by pouring some
woods”.                                                                                                      water from the shack in 5F, casting some restorative spell,
                                                                                                                        driving the hag out of the woods, or killing her.
                                                                                                                                  Purifying the water here also purifies
                                                                                                                                                        the water in 6M.
                                R1            R2          B) The Great Nest: GARGANTUAN HIVE QUEEN mutated by mild radiation from the PURPLE ORB. Rules
    C                                                     over a teeming mass of bone gnawing GIANT TERMITES. Remains are quickly dissolved by the acidic
                                                          LARVAL SWARM into nutrient paste for the nest. Floors in the facility above this area have a CUMULATIVE
                                                          10% CHANCE OF CRUMBLING INTO THE NEST BELOW. Termites drag prey back here.
           Y2                  R3
                                          C) River Cave: ELECTRIC ALGAE slope drops unwary fools into a swift subterranean river. Translucent VORTEX
                                          JELLYFISH float through air and water, stunning prey with psychedelic poisons. If hit by a jellyfish roll 1d4:
                                   Several tunnels leave the area, stretching off into the underworld.
Why Even Come here? (D4): 1) Hired by cult of the one true god to check on stasis pods. 2) The Heretics were great sages. They may have the
SECRET KNOWLEDGE that you need. 3) A team of extremely tight lipped scholars has hired you as muscle and security. 4) You find the dungeon by
chance.
Who are the Ancient Heretics? (D4): 1) Demi-Gods who challenged the divine order. 2) Wizards who sought knowledge not meant for man. 3)
Corrupted Clerics. 4) Adventurers from the future, lost in time and space.
What is in the vault? (D4): 1) Primordial living weapons of destruction. 2) Books and scrolls containing the secrets of the universe. 3) Religious texts
that prove there is no god. 4) A time machine.
What happens if you awaken the heretics? (D4): 1) They are dead. The stasis never worked. 2) They are despondent at the passage of time. 3) They
are evil and immediately attack or plan to kill the adventurers and escape. 4) They are grateful to the adventurers for their freedom.
Stung by a Vortex Jellyfish? (D4): 1) Expel bodily fluids 2) Attack nearest creature in fear. 3) See the face of god, stunned for a turn. 4) Gain some
strange insight into the universe.
Where does the Guardian appear in this room? (D4): 1) Right behind you! 2) Across the room. 3) It is already dealing with tunnel creatures. 4) It is
patrolling this room but has not noticed you.
Where does the tunnel enter this room? (d6): 1) Floor 2) North Wall 3) East Wall 4) South Wall 5) West Wall 6) Ceiling.
Creatures from the Caves (D8): 1) Rust Monsters 2) Cranium Rats 3) Stirges 4) Xeno Phantasm 5) Automated repair gizmo 6) Rot Grubs 7)
Maddened adventurer 8) Roll Twice and combine.
                                     LEGEND: ORB DOOR                            SECRET DOOR                       SINK HOLE                      ONE SQUARE = 5ft.
                    Adventure by Adam Chafe and Grant Lambe | https://creativecommons.org/licenses/by-sa/4.0/ | Some assets remixed from icons designed by various artists at https://game-icons.net.
                                                                                                                                     The Peak’s Challenge
                                  The reward of the summit is perspective. Some                                                      The first accent of Hotsl Cilor is
                                  supernatural trick allows climbers to see farther                                                  considered a lost cause by the
A silent monolith.                and sharper than they should. And it is beautiful.                                                 sane. But it is not the sane that
                                                                                                                                     gather on its snow-swept slopes.
A gentle grave                                                                                                                       In the frigid air convene
By Kent Allen
                                                                                 An incredible gale surges in a                      adventurers of a particular type.
                                                                                 ring around the base of the peak.                   It’s as if they find something
                                                                                 The blinding storm assaults a                       inside themselves reflected in the
                                                                                 climber’s sense of direction and                    frigid desolation. These climbers
                                                                                 physically resists their ascent.
                                                                                 Climbers must also stay alert for
                                                                                                                                     are driven upwards by a quiet
                                                                                 larger objects in the wind while                    mania, risking a thousand deaths
                                                                                 being careful not to fall off the                   for a pilgrimage into the sky.
                                                                                 mountain in blindness.
                                                                                                                                     The Path
To be above the Hypoxial line is to be dying. Without enough air, the body                                                           General: Starting at the base camp,
starts to break down. There is no recovery. No benefit from food or sleep.                                                           climbers will follow the path up the
Just a timer. Get back below in time or die. Climbers may have to return                                                             mountain dealing with the trials
below the line to reset the clock if they lose time above.                                                                           marked in blue and the constant threat
                                                                                                                                     of the unforgiving conditions.
                                                                                                                                     Random Encounter: Roll a d8 for each
                                                                                                                                     stretch between trials. 1-5: peaceful
                                                                         This is the final camp and the road ends. There are some
                                                                         nearly frozen climbers already here. They are muttering
                                                                                                                                     journey and mesmerizing landscapes, 6:
                                                                         angrily about the lights knowing the way but only showing   emerging from the snow are desperate
                                                                         them cliffs and snow-sequestered crevasses. These figures   and nearly frozen forms of other
                                                                         grow murderous if directly spoken to. Their minds are       climbers, 7: an avalanche threatens
                                                                         gone. Near the edge of the camp are faint flame-like blue   the climbers, 8: A blizzard overtakes
                                                                         lights floating in the air. These ethereal spirits know     the climbers
                                                                         the secret path across a treacherous snowfield but would    Camps: Resting at a camp helps warm
                                                                         rather lead climbers to their death. This is the trial no   up and provides opportunity to
  This is as far as the Shurarè will go. They reveal some ropes          one has ever passed. Can the climbers communicate and       alleviate madness and exhaustion.
  leading up cliffs protected from the wind and snow. The ropes          convince these spirits to show them the way?                Sleeping outside of a camp is not safe
  keep the climbers relatively safe but there is still potential
  for 10-20 ft falls and of course exhaustion, cold, and madness.
                                                                                                                                     from avalanches and powerful winds
                                                                                                                                     that can take tents and their
                                                                                                                                     occupants high into the air.
                                                                                                                                     Unforgiving Conditions
                                                                                                                                     Thin Air: At the top of the world
                                                                                                                                     there is very little air. Adventurers
                                                                                                                                     should minimize physical exertion when
                                                                                              An everchanging maze of                responding to challenges or face
                                                                                              ice. The mountain’s silence
  Here the adventurers must                                                                                                          exhaustion.
                                   There is a series of 3 large crevasses along the           is broken by the deep
  negotiate with the Shurarè                                                                                                         Biting Winds: The cold is fierce.
                                   path that are very difficult to cross, players are         tremors of massive blocks
  people. They have
                                   likely to fall and then must deal with hungry white        of ice shifting or falling.            Adventurers should maintain protection
  worshipped the mountain
  for generations and must
                                   wolves waiting below. They also start dealing with         The climbers must move                 against the cold. If they are exposed,
                                   the Unforgiving Conditions along this trail                quickly, hoping to not be              they get hurt.
  be convinced to show
                                                                                              crushed. But the maze is
  prospective climbers the                                                                                                           Wandering Minds: Extreme conditions
                                                                                              difficult to navigate and
  way. They do not care for                                                                                                          constantly pressure the mind. After
                                                                                              the ice is slick.
  money. The Shurarè become                                                                                                          dangerous experiences adventurers must
  guides until the Cliffs of
                                                                                                                                     risk temporary madness. If unchecked,
  Ascension.
                                                                                                                                     madness can become permanent.
                                                                                                                                     https://creativecommons.org/licenses/by-sa/4.0/
A Mage’s Worst Nightmare                                                                                                                                                  Islands (Final)
                                                                                                                                                                   5.) Inner Sanctum: Crystals line the walls of the
          BY            A�ANE CO�ECTOR                                                                                                                              ruins, shedding a dull glow throughout the
Introduction                                                                                                                                                       chambers. A great door stands at the end of the main
                                                                                                                                                                   hall, overgrown Crimson Crystals barring entry.
Fragments of ruins, debris, and rubble are falling from the sky as the
                                                                                                                                                                  Removing the crystals will trigger an Arcane Ripple
silhouette of an island looms overhead, creeping towards the city. The
                                                                                                                                                                  that rips the door off it’s hinges. This will cause the full
council’s scholarly wizard, Henny, was able to create a functional
                                                                                                                                                                    Crystal Serpent to emerge from the corrupted Astral
portal to the sky using ruin fragments and an arcane battery source he
                                                                                                                                                                    Fragment and attack the players. The troubled
calls a Crimson Crystal. Now all they need are brave adventures to
                                                                                                                                                                    Mage, deep in slumber, lays at the base of the tree,
figure out why the sky is falling and save the city.
                                                                                                                                                                    unresponsive. During this fight an Arcane Ripple
Lore                                                                                                                                                                surges every 4th turn. The Astral Fragment will
The Astral Fragment is an ancient crystal relic that held up entire                                                                                               break if the players hit it 3 times.
cities. To accomplish this, mages would enter a sleep-like trance and                                                                                           Conclusion
focus their willpower onto the fragment. The concentration of the                                                                                                Save the Mage & Restore the Fragment: The Mage will
last Mage, deep in slumber, begins to falter causing extreme winds,                                                                                             keep the ruins afloat in the air and stabilize the islands.
nightmares to come to life, and Arcane Ripples (see table). The                                                                                                    Save the Mage & Destroy the Fragment: The Mage
Mage’s subconscious believes that the adventurers are intruders and                                                                                            will help the islands descend safely to the surface.
will conjure monsters and other magical effects in an attempt to                                                                                                  Kill the Mage & Restore the Fragment: The burden of
“save” the fragment. As a last-ditch effort, he will summon a                                                                                                 concentration falls onto one of the players. Someone
deadly Crystal Serpent to stop them.                                                                                                                         must replace the fallen Mage and their duties.
Objectives                                                                                                                                                    Kill the Mage & Destroy the Fragment: Well. I wonder
                                                                                                                                                             what will happen…?
♦ Find the four Crimson Crystals
♦ Stop the rubble from destroying the city                                                                                                                                                             Islands (Cont.)
♦ Save or kill the troubled Mage                                                                                                                                                                       5.) Guardians Gaze: A
♦ Restore or destroy the Astral Fragment                                                                                                                                                               decrepit stone figure
Islands                                                                                                                                                                                                stands before the
                                                                                                                                                                                                       Crimson Crystal on this
1.) Main Portal Entrance: Henny’s portal                                                                                                                                                               island. The statue will
sends the party here. A large Crimson Crystal                                                                                                                                                          animate once the
lay in the rubble of a broken pillar, covered in                                                                                                                                                       Crystal is touched and
debris and vines. 2.) Teleportation Hall: In                                                                                                                                                           attack whomever is
the middle of the ruins rests a large pedestal                                                                                                                                                         holding the crystal.
with four crimson-colored slots. When all                                                                                                                                                              Hidden behind the
four Crimson Crystals are entered into the                                                                                                                                                             statue are spyglass
pedestal the teleportation circle on the                                                                                                                                                               lenses of varying
northwest side of the isle with activate,                                                                                                                                                              quality.
leading to the Inner Sanctum.
                                                                                                                                                ARCANE RIPPLES
                                                               Islands (Cont.)                                                                A wave of magic surges into the crystals causing various effects. This event
                                                                                                                                              will happen each time Crimson Crystal is collected and will have a 25% chance
                                                               3.) Spinning Spyglasses: To obtain the                                         to occur when traveling between islands.