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2022 Compendium

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946 views94 pages

2022 Compendium

Uploaded by

hyperior.mail
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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GREETINGS ADVENTURERS,

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.

Todd Richardson - Contest Host


Todd is the founder and CEO (Chief Entertainment Officer) of Spiel Knights. He has been involved in
roleplaying and board gaming since the days of yore. This included running the technical aspect of a game
and hobby shop, where he wrote custom software to support the shop. The members of the board game
club that gathered there were the first “Spiel Knights.”
Wonder
noun
: a cause of astonishment or admiration
: the quality of exciting amazed admiration
: rapt attention or astonishment at something awesomely
mysterious or new to one's experience
: a feeling of doubt or uncertainty

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.

Tomb of Gilgamesh By Edoardo Leo


One �inal eclipse spells the start of the end times, and the stars fall down to Earth.
A group of adventurers will have to enter the greatest monument of the Sumer and
climb to its top. By the end, they will see the Moon shattered and face Gilgamesh
and Enkidu themselves as the building crumbles.

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

Melting Pot Carlos Martins

Blood & Water Olobosk

The Vanished Josh Domanski

Grieving Road Gus L

The Promise Ron Parker

The Lost Wonder Marcin Łączyński

The Fantastical Folding Fortress of Jaffee the Mad! Clint Hocking

Princess Ivy’s Incredible Island of Dreams Scott Parker

Honorable Mention
School of Chalk Connor
& Evan Murphy

The Ambulatory Temple Robin Gibson

The Limitless Library Samantha Conklin


& Andrew Walker

Devils and their Lies Simon Carryer

The Eleventh Wonder of the Suvellian Age Steve Kilian

Hotsl Cilor Kent Allen


All Entries
In Order Of Submission

1 Lost Temple of the Mad Apsara By John Jordan


2 The Cardinal’s Guardsmen By John W. Vogel
3 Wander Heist By Carles Hernandez-Ferrer
4 Mad Abbotts Lair By Mark Murphy
5 Vault of the Forgotten King By John Nash
6 Alicarnassus’ Mausoleum By BarakielTheArchangel
7 The Noisy Barn By SD Gibson
8 Clarke’s Third Law By Peter Willington
9 Devils and their Lies By Simon Carryer
10 The Fantastical Folding Fortress of Jaffee the Mad! By Clint Hocking
11 Do Goblins Actually Force-Feed Giants In Caves? By Kyle Adam Wright
12 The Temple of Fastening By Sanni Ovaska
13 A plush escape By Jan Bundesmann
14 Suirming Fragment of a Dead God By Harry Menear
15 The Wedding of the Fairy Princess By Eshan Mitra
16 the StoneSeeker Crypt By Thomas Grunberg
17 The Lennox Family Amazing Circus By Michael Solander
18 Magobia’s Midnight Ingredients Run By Nikolaj Bourguignon
19 The Promise By Ron Parker
20 Vacant Snow Castle By Petter Fornes
21 When Is Cake? By Nathan Jones
22 Tunnels of the Terran Titan By Matt Latura
23 Small Medium Large: At Sword’s end By mukul gupta
24 Mezrak’s Foundry By Nameless Designer
25 Blood & Water By Olobosk
26 Melting Pot By Carlos Martins
27 Volcanic Panic By PlanofaTAK
28 Royal Flush By Christopher Selby
29 A Battle Lost By Matthew Unsworth
30 Galactic Kindergarten Escape By Andrey Plisko
All Entries -Continued

31 The Hallway of Abandoned (In�inite) Worlds By 30299578815310


32 Grieving Road By Gus L
33 Tinyblin Empires By Anarchydice - Alex Welk
34 The Ambulatory Temple By Robin Gibson
35 Station W3-1RD By Damien Lopuck
36 Rosengarten By Filippo Broll
37 Quest for the lost Crown By Philipp Hajek
38 Princess Ivy’s Incredible Island of Dreams By Scott Parker
39 A Tale of a Whale By Daniel Rubenstein
40 Temple of the Snake-Goddess By Andy Murillo
41 The Maze of Mala Dewm By J. Blasso-Gieseke
42 Gravity Well By Samuel Walladge
43 The Gardens of Folly By Neuth
44 Dark Well By Horos
45 The Holy Temple By Evelyn Nitch-Grif�in
46 Tomb of Gilgamesh By Edoardo Leo
47 Thieves Guild Training Dungeon By redwyrmling
48 Fairy Train By Ewen Cusworth
49 Beast of Dogwood Forest By Larry Z. Pennyworth
50 The Eleventh Wonder of the Suvellian Age By Steve Kilian
51 The toymaker’s problem By wmath
52 The 4x5 Dungeon By Vance Atkins
53 The Hatch By James Rosario
54 The Great Faerie Revolution By Patryk Ofat (MirisDor)
55 Guard Duty By Hunter Charest
56 Kolossus By Brian Shutter, James Hutt
57 GIANT MOLE BURROW By WASABIISOFT
58 Absent Without Leaf By Sjoerd van Wijk
59 There Will Be Magic By Tamas P.
60 Galaxy Quest By Bralex Adley
All Entries -Continued

61 Squirrel Planet By Lina (14), Hendrik (12), Joaquín (10)


62 The Titan’s Hammer By Gareth Den
63 The B Section By Jacob Cordeiro
64 The Jester’s Wondrous Cave By Paweł Kicman
65 Hunck’s Hobby By Colin Lammie
66 Vault of the Three Fingered Flame By Scott Jarvis
67 That’s no cave! By Øyvind Paulsen
68 Geldradin By Zo Tchangov
69 Chest of Krinnim By Tatu Niittykangas
70 Kill the GM! By Josh Archer
71 The Limitless Library By Samantha Conklin & Andrew Walker
72 The Stone Bone Mound By Dan Sumpion
73 ESCAPEd6 By Craig McClain
74 School of Chalk By Connor & Evan Murphy
75 The Vanished By Josh Domanski
76 The Lost Wonder By Marcin Łączyński
77 The Sylvan Woods By John Markousis
78 Crawling Ruins of the Lost Heretics By Adam Chafe and Grant Lambe
79 Hotsl Cilor By Kent Allen
80 A Mage’s Worst Nightmare By Niyal Curi
81 Camp�ire Story By Kathryn R.
82 The Build-Your-Own Dungeon By William Steve
83 Glass and Glory By Ash C.
84 Dr. Demonara and The Dungeon of Death By John Earegood
Sponsors
Thanks to the sponsors who help make the one page dungeon contest a reality.
Lost Temple of the Mad Apsara
Created by John Jordan
Long ago the inhabitants of this land dug down beneath a sheer cliff to reach the water deep below, carving a well
and a temple to the guardian spirit of the water source. For decades they prospered and then they died and their
settlement crumbled to dirt and dust over several hundred years. Only the well, and the guardian, remain. Once
worshipped as a god now she languishes, scared, lonely, and angry.
The two platforms and stairs between the entrance and administrative office have been largely filled with drifting
dirt (treat as quicksand), but players should be able to see the entrance and make their way further down. The
sides and columns are carved with life size reliefs depicting farmers at work in irrigated fields, water healing the
sick, and dancing worshippers offering animals, produce, works of art and even themselves to the naiad.
3d6 poisonous snakes have taken up residence in the upper portion (black level) of the administrative office and
will attack anyone who enters and will drop onto anyone who passes beneath this level.
Stone guardians (caryatids) carved into the walls of the lowest level of the temple entrance stand
eternal guard. One caryatid per party member plus two additional caryatids will attack anyone who
attempts to pass beyond this area. The upper levels stink with the accumulation of hundreds
of years of bat guano from the bat swarms on each level despite the best efforts of the
swarms of beetles on the floors. Bat swarms fly out at sunset, or if disturbed, in
great, dark clouds.
The (green) ceiling of the inner sanctum may collapse if characters are
not agile and careful. 20% chance + 10% for each character that
passes through in an un-agile fashion. Characters may use agility Platforms are
to avoid being trapped by the collapse or strength to claw 20' x 20' with
their way out of the rubble. 10' ceilings. Stairs
are 10' x 20' and
The lowest floor of the viewing gallery is carpeted descend 10'. Spaces
with the bones of desert animals that have before the entrance to the
entered the temple seeking water but temple are open to the sky.
found only death. It will be very
The administrative office where
difficult to pass through
water could be purchased.
without making a lot of
Controlled access to the temple.
noise and alerting
Rooms are open on both sides and
the naiad. the purple roof can be stood on.
The courtyard where worshippers gathered
to dance and make offerings. Under the dust
Reference: Rani Ki Vav stepwell.

the floor is covered with intricate, inlaid


designs representing water.
The entrance to the temple, carved into the rock and only
opens to the courtyard. The priestesses led services in
the courtyard below from these rooms. Wood stairs to
the upper levels have long since turned to dust.

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!

Main cavern: 1 Quarters: 3 4


Crates and wine casks are stored hear. A search One Priest and four Acolytes make residence here.
behind crates reveals a hemp rope in good Driven Insane by the blast, They serve the Abbot and will
condition. fight interlopers. A portal sits against the Western wall.

15 ft drop into the stream below. No damage Vestments Room 5


from a fall. Vertical cliff face can be climbed Trapped Treasure chest inside release poison darts upon opening.
taking advantage of natural hand holds with a Notice DC-11. Save DC-15
DC 13 dexterity
Crypt/Cell 6
A Giant Tentacled Monster frequents this
9 coffins populate the room, 4 are open and their zombie owners
1 portion of underground stream. If anyone enters
are patrolling the room and will attack all who enter. Search of empty
water roll a D20. 15-20 means Monster is
coffins reveals : 1 potions of Healing • Signet Ring • 15 Gold
present and will attack.
Opening and searching the 5 remaining coffins will awaken 3 more
Rock Island is easily accessible from water. zombies (2 other coffins inhabitants have deteriorated to dust over time).
Portal is stationed here. A search of the island Within those coffins can be found: Scroll of Spider Climb • Amulet • 10
reveals a adventures stash containing 1 healing Gold pieces.
potion, Fishing tackle and a hand axe. Cell: Behind the Bars is a makeshift prison. Within are two humans
2 (would be rescuers) in weakened condition. There is a one-way Portal
SPIDER CAVE 2 in this cell. You can portal in, but not out. The bars of the Cell door are
Webbing covers the terrain south of rock before old and rusty. Lock can be picked with Thieves tools DC 15. Crowbar ,
narrow entrance. Two Giant Spiders will attack hammer or other tool can be used to bust cell door open. 30 HP for Door,
if webs are interfered with. 10 AC. Exhaustion penalty can occur for every 5 attempts at door.
3

TEMPLE 7 Alchemy Lab 8


4 5 7 Blown out from Portal Mishap. A bottomless pit covers Mad Abbot/Archmage is within. He is insane and will
south end. A Portal is in north/east section. fight to the death. Searching the crates of the room will
reveal 2 Healing Potions
Gargoyle Statue
4 alcoves feature 3 statues and one Gargoyle. Will attempt Secret Treasure Room 9
6 Passive perception of 17 will reveal door. A DC check
surprise attack.
of 10 to find it during an active search. A Floating Skull
protects treasure within. Treasure chest contains: 200
Narrow Ledge GP • 350 SP • Magic Staff.
One at a time may pass. DC 12 to successfully traverse,
Death to all who Fall in! Pins have been driven into wall
with eyelets to receive guiding rope, But no Rope! No DC
check required if rope provided and used.

A One Page Dungeon 8


by Mark Murphy Portals will change their connection on an hourly basis. Should a party/player step on a portal, roll a D20 for destination.
1-5 Room One • 6-8 Rock Island • 9-13 Room Three • 14-16 Room Six (Cell) • 17-20 Room Seven.
@Mr.M.Draws 9 Re-roll if current location is the result. Monsters will not follow players through a portal.
http://creativecommons.org/licenses/by-sa/3.0
Vault of the Forgotten King
10. Running Water - Fast deep stream runs out of a grate in the North wall,
down a channel in the floor and into a tunnel to the South. A silvered longsword
rests on a plinth against the West wall. Water is enchanted to surge when
A one-page dungeon by John Nash anyone enters it, washing them down to room #5. The silvered sword is the key
Wandering Monsters - (1 in 6 chance every 10 minutes) to the door in room #12.
1. 1d8 Giant Beetles feeding on mould. 11. Howling Room - Domed ceiling and carvings of storms on
2. 1d6 Giant Flies laying eggs in a corpse. the walls. Moaning sound comes from a carved mouth on the
3. 1d4 Grave Robbers hiding from monsters. West wall. Metal funnel in the East wall leads downwards into
4. 3d6 Skeletons marching back and forth. a chute. Large lever in the South wall. Pulling the lever opens
5. A Giant Frog searching for a mate. the portcullis in room
6. 1d6 Ghouls tracking the grave robbers. #12 and cause a strong wind to
blast from the mouth, pushing
7. 3d6 Giant Rats building a nest.
anyone in the centre of the room
8. A phantasmal funeral procession.
into the chute.
12. Gatehouse - Carvings of
1. Entrance Hall - Carvings of thieves dying in traps and monsters. Secret skeletons killing thieves.
door opened by pressing a carved monster’s head. Desiccated corpse speared on
2. Store - Ancient stone working tools, ropes and pulleys. Tree the portcullis. The Southern
roots growing through the ceiling. Roots block and conceal the door has a heart shaped
Eastern exit. carving on it with a slot in the
3. Red Devil Room - Leering red painted devil faces carved centre.
into the corners of the ceiling. Sound of water from the North. The Portcullis is opened by the lever in room
Covered pit is 10 feet deep. #11. The door is locked and is unlocked by
4. Pit - Rough unfinished stone walls. Damp and mouldy. pushing the silvered sword from room #10 into
4 Giant Beetles crawling across the ceiling and walls. the slot in the heart carving.
5. Pool - Water falls from an opening 8 feet above and 13. Blue Devil Room - Crying blue devil faces
crashes into a deep pool. A Giant Frog hides in the pool in the corners of the ceiling. Covered pit is 10
waiting for prey. feet deep.
6. Viewing Gallery - Benches set out around a 10 feet deep pit. Rusty 14. King’s Throne - Echoing frosted hall. A
metal ladder set into the pit wall. Polished metal chute opens out of the wight wearing a crown sits on a throne while his
South wall into the pit. 8 skeletal guards drill in the hall below him.
7. Pit Beast Lair - Roughly carved chamber. A tentacle beast waits for Chest behind the throne contains coins. The
prey to fall into the pit in #6. Coins and a pouch of red sapphire gemstones door to West is locked with a key on a chain
lie under the bones of the beast’s past meals. around the wight’s neck.
8. Altar Room - White alabaster altar resting against the North wall. Carving of a 15. Vault - Metal walled room. Coffers on
howling head rests in the centre of the altar. Full length mirror on the South wall. benches. Old ledgers.
Spells cast near the altar are boosted and announced by the head. Mirror Many coins and a ring of plant control in coffers. Scroll containing 3 spells under
conceals the entrance to room #9. a ledger. Door in the north-west is opened by a hand crank.
9. Architect’s Office - Drawing desk, chair and piles of paper covered with 16. Dropping Passage - Passage is split into a lower North end and a 10’
scribbled maps. Ghast sits at the desk and will eat anyone who interrupts its higher South end. There is no handle on this side of the Southern door.
work. A treasure map may be found amongst the papers.
Released under the creative commons Attribution-Share Alike 3.0 Unported license (http://creativecommons.org/licenses/by-sa/3.0)
Alicarnassus’ Mausoleum By BarakielTheArchangel

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.

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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.
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//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

Devils and their Lies http://creativecommons.org/licenses/by-sa/3.0

ORLOV was cast into the Oubliette Secret Corridor


B
ARON
oubliette at CASTLE GORLOIS to regret
his demonological crimes. Later, when
4 Four 10’ deep pits in the floor are 5 Beneath a loose floor tile is a folio
covered with barred hatches, latched shut. One containing notes from Orlov’s demonic
the castle was razed by avaricious neighbours, pit contains TARRARE, once a convicted consultations. This includes a contract with the
both he and the LADY GORLOIS had vanished. murderer, now a ghoul (2HD CLAWS 1D6, SAVE minor demon HAAGENTI, entitling the bearer to
Wagging tongues hold that the couple fled VS PARALYSIS). He will bargain information for a single act of service, exactly as asked. The
through a secret portal, and wonder what his freedom. Another pit has a false bottom demon will perform this service to the letter,
became of the castle’s gold. that lifts to reveal a ladder to 5. but assiduously avoid fulfilling the spirit of the
request.
Empty Room
1 Spiral stairs from above open 2 1 4 Devil Face
into this room and continue
downward to a barred door to 6.
6 A giant cerulean face
gapes open-jawed at the
Entering the room causes the room, its eyes suggesting
skeletons in 3 to begin generating sardonic humour. Inside the
ECTOPLASMIC PROJECTIONS. mouth is inky void. Before
the face is a marble altar
Staircase stained with dubious liquids.
2 The barred door to 3 is
3 The face is an emanation of
locked. Brass scales on the plinth the demon BIFRONS, conjured
are askew. While the scales are by Lady Gorlois and Baron
level the barred door is unlocked. Orlov as a tutor. For his
amusement Bifrons persuaded the
couple to climb into his mouth,
Donjon
3 While unburied, the six shackled 6 5 promising that this would transport
them to a secret refuge, safe from the
skeletons here each generate an ECTOPLASMIC siege. Bifrons will make similar
PROJECTION (1HD CHILL TOUCH 1D6) when representations to anyone else he
living humans are near. Such generation takes thinks might believe him.
1d4 turns, after which time it begins seeking
victims. If a projection is destroyed the Those who do climb into Bifrons’
skeleton will begin generating another. mouth are immediately annihilated.
1

Payroll
World-weary hobgoblins near a
5

Collapsed Room
Crazed, morbidly obese hill giant
6

Treasure Room
200 gold pieces of jewels.
9

Transit Room
Hobgoblins angrily direct goblins
table facing 2, tackling goblins alone in the dark, eating. Roll a d4: with trash to grating over 2, with


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.

in small pouches of 5 silver pieces. 3. Punches, grapples nearest.


4. Bites nearest.


Goblins fighting on/over ladder.
Locked door to 5 has "X" scratched 10 Hobgoblin Barracks
2

Trash Disposal
Hidden gray oozes in cracks.
• Debris from collapse, gnawed
bones, mundane weapons.
5 ft
.
N

on it at goblin height.
Door to 8 has "Big King Queen".


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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A B h /
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

Every second day, approxi­


6
mately, there is a soap box
Main sales area inhab­ race in the tube. At these
ited by the majority of times the tube is quite crowded,
the plushies. They are otherwise it is one of the more
governed by the Unity boring places in the store.
Board. The society was
founded by the wise
koala lady Woolburry
– mainly because she
was tired of governing the community all by herself.
7
Members of the board are chosen (somehow, not very democratically) anew ev­
ery two weeks. New member usually ump around the whole first day being Basement with office, chang­
happy about their promotion. They proudly tell their new status to everyone ing rooms, toilets, laundry
who in turn ist very impressed or at least pretend to be. In fact there is no clear room and exit
set of tasks and no privileges neither. Eventually it is still Woolburry who makes
the decisions but she has a buffer around herself and gains time while everyone
is discussing the current situation.
A plague is taking its toll on the city. While many survive the
disease, some pass away, but there are some corpses that
disappear.
the StoneSeeker Crypt By Thomas Grunberg
After an investigation, the players suspect the graveyard
keeper to deliver some corpses to a nearby crypt, that of the
reknowned dwarven architect Benetryos StoneSeeker. Benetryos StoneSeeker was the grand designer of the city's
(1) Entrance : A sarcophagus sits in the middle of the room. If early defences. Even today, his name carries significant
opened, it is empty. The walls are engraved with scenes taken from respect, as the fortifications he has built have saved the city
the life of Benetryos. The room is otherwise empty. from several attacks from rogue tribes and a neighbouring
At the opposite of the entrance, a secret door leads down. It is invasion.
(2) Corridor : This narrow corridor is blocked by eight statues. hinted at by footsteps on the dusty ground, but can also be found After his passing, many engravings were discovered on the
Each pair exposes a riddle and an alphabet on their shields, to and opened by a moderately easy search check. fortifications and on several buildings in the city he had
answer the riddle. If answered correctly, the pair of statues On the side wall, another secret door, much harder to find, and
needs a special key to open (see room 4). The keylock is a small
helped build. Those depictures of the city's everyday life
animate and lets the players pass. If answered incorrectly, they
depression on a scene depicting a beach. betray a remarkable artistic talent that remained overlooked
strike once with their spear and resume their blocking stance.
Riddles : until after he died.
- I have three lives. Delicate enough to caress the skin, light
enough to touch the sky, strong enough to break a mountain.
(Answer : Water)
- I will be yesterday, I was tomorrow. (Answer : Today)
- You must keep me after you have given me. (Answer : Word)
- I have a cap but no head. I do not fear the light but enjoy the (5) Final restplace : Upon entering, the
darkness. I bring happiness to the wise and death to the players are attacked by four zombies,
ignorant. (Answer : Mushroom) an ogre zombie and a necromancer.
She will neither negociate nor
surrender.
A sarcophagus sits in the middle of the
(3) Cenotaph : A sarcophagus sits in the room. If opened, it reveals the body of
middle of the room. If opened, it is empty. Benetryos StoneSeeker. The walls are
The walls are engraved with scenes taken very finely engraved with scenes taken
from the life of Benetryos. The room is from the life of Benetryos, along with
otherwise empty. poems written by nobles who admired
On the side wall, a secret entrance can be his work before his passing.
found by a moderately difficult search check On a side of the room, the
or by following once again the footsteps on necromancer has installed a small
the dusty ground. Also, anyone familiar with (4) Treasure room : Upon entering, the group is attacked by six zombies and a woman. The woman is a living area ; a sleeping bag, a table with
Benetryos' life will see the scene on that corrupt lieutenant of the city guard who has been stalling the investigations ; she will surrender if badly many notes, her spellbook, and some
wall is fake and pressing a specific brick will wounded, and reveal she has been paid to hide the trails linking the disappearing corpses and the crypt. She everyday supplies, including a small
open the secret entrance. wears a magic stealth cloak, and has 3d10+10 gold and the key needed to open the side wall door at the stash of gems (3d10+10 gold in value).
crypt entrance. The key is shaped like a sea shell. The notes reveal the necromancer was
The room contains only a stone chest that was used to store Benetroys' earthly possessions. It has been doing some necromantic research.
looted a long time ago, and it is empty. However, a magical stone hammer (+1), stuck to the side of the chest,
can be mistaken for an engraving. Released under the creative commons Attribution-Share Alike 4.0 Unported license.
See http://creativecommons.org/licenses/by-sa/4.0 for details.
Entry
By Michael Solander. (https://creativecommons.org/licenses/by-sa/4.0/)
(Path to town)

WHAT IS HAPPENING? MAP KEY


A circus has just arrived outside of a small town. It is run down
and in bad shape. The artists wander around as soul-less holsters.
1 Fortune teller’s tent: Musty smelling and dusty. There are three
Sally Lennox, the circus director, sacrifices the souls of the living to mirrors here. A) True-Speaking Mirror – will speak your true name,
a devil because of a pact she has made. Only Sally’s brother, Liston, B) Wish Mirror – will reveal a secret desire, C) Fear Mirror – will
still has his soul. show your greatest fear.
Two persons have gone missing from town, and the heroes need 2 Liston Lennox’ wagon (the clown): Liston is hiding in a closet.
to save them before their souls are lost forever. If treated with kindness and display of good intentions he will tell

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.

If the devil is destroyed the mirror breaks into several, glowing


shards – each depicting the face of a sacrificed soul. Each shard flyes
out and enters the bodies of the soul-less artists, restoring them to
their former selves – without recollection of their sacrifice.
Sally, still alive, will be thankful but somewhat sheepish. She will
give the heroes season tickets to the circus (popcorn included!). That
night the circus puts on a show and the whole town is invited thanks
to the heroes.
CREDITS Template: Simple Microsoft Word Template by Laura Hirsbrunner |
Bottom image: Photo by Gabor Barbely on Unsplash | Clown image: Photo
by Saeed Karimi on Unsplash | Popcorn image: Image by Hung Quach from
Pixabay | Circus sign: Image by Jonggun Go from Pixabay | Map: Made with
Dungeon Painter Studio by Pyromancers using tile set from 2-Minute
Tabletop(CC BY 4.0) and tent image by Clker-Free-Vector-Images from
Pixabay.
Magobia's Midnight Ingredients run:
A. Mama Magobia's Hill: C. The Singing Woods: E. Forest of the Small Folk:
A couldron on a fire. Mama Singing sprites live here. Where savage Halflings live.
Magobia is stirring the pot. They ride Wild Boar and
D. The Swamp: delight in a food insult.
a. Fire Beetle Hive: Swamp birds, reptiles, fish,
Filled with fire beetles, amphibians and bugs can be F. The Open Road:
their husks, their larvae and found here. Find humans, elves and
their food supply, rotting dwarves traveling, camping
vegetable matter. d.1 Lake of King Frog and being robbed by bandits.

B. Dragon Cult Encampent: d.2 Passage to the fairy G. The River:


Dragon Cultists Camping Out. realm. If you can convince Find fishermen night-fishing,
the guardian of the lake, a frogs singing, smugglers
b. Slumbering Chaos Dragon: giant golden sturgeon who can smuggling, etc.
In the heart of this hill a talk. By: Nikolaj Bourguignon
newly born Chaos Dragon the (a.k.a. The Bearded Belgian)
size of a dobberman lies d.3 Giant Lizards Bathing in
dreaming on a bed of bones This submission is released under
the lake. the Creative Commons Attribution-
and gold. ShareAlike 4.0 International (CC
d.4 Floating Village of Gnome BY-SA 4.0)
licensehttps://creativecommons.org/
Exiles. licenses/by-sa/4.0/

You are goblins in


the care of Mama
Magobia. She needs C B
you to collect
ingredients for the
potion she's
brewing tonight.
You have the entire
night to gather
them up. b
She needs:
"Something earthy
A
Something brown,
something slimy,
a fairy’s crown.

Tainted water,
a promise made,
tears of a
a
daughter,
five teeth arrayed."

When, at the end of d.3


the night, or in
between, you bring
her ingredients,
F
write on little
strips of paper
what the quality
G d.1 D
was she was looking
for, what you think
it might add that's
good and what you
hope it doesn't
add. (one word only
d.4
every time) Put
these three pieces
of paper in the
cauldron (a hat,
d.2
bag or bowl) and at
the end of the game
the GM will pull
two pieces out of
there (blindly)
and decide with
those pieces, what
the potion is.
E
Y
our long-time friend is recovering from a serious
misadventure. He is asking you to take a small bag to an
important man before the next local full moon. If the bag
is not returned he says it will not matter if he recovers and
A Promise Made dying will not help him escape his promise for what is in the
bag. He hands you the bag and a map with a location marked
in the middle of nowhere. The bag contains an oversized silver
coin and a partial promissory note, apparently torn in half.

DM Notes 5 View Below The mists have cleared


This ancient structure is known in places as enough for you to see the cavern floor below.
the Stairway of Leng even though no one The spiraling staircase ends on a small island
remembers who or what Leng was. There are in the middle of a dark river. You can’t see
10,000 steps to the cavern floor a mile below 1 much past the banks of the river but you are
the entrance. Safe travel keeps a party to not too sure you would want to do so.
moving along at 30 steps a minute. It will
take 5-6 hours to reach the bottom if there 6 Cavern Floor The steps end, you
are no incidents along the way. Belaying or somehow reach the cavern floor, and you now
other rope work would be a good idea. see a rickety dock with a small light on a pole.
Teleporting of any form doesn't work If you wait near the dock, after a while, you
throughout the cavern. Anyone flying will 2 see a lone figure approaching in a small boat.
quickly be covered in a sticky mist and will 3
fall unless they take immediate action. The The skiff eventually makes it to the dock. A
cavern has a glow equivalent to a near full single oarsman dressed in ominous black
moon. stands silently. If you hand the bag to the
4 oarsman he pulls out the note and compares
The River Styx passes through this cavern it to the other half in his robe. He pockets the
and because of the caverns special properties coin, and drops the papers that fall into
it is often a meeting place of various parties. smoldering ashes. After a moment he asks if
A Caretaker Daemon wanders the steps anyone needs a ride.
looking to keep those who are here without
purpose off the stairway.

The misfortunate friend got caught in a Encounters Along the Way


situation where he needed a ride home. Not Ever hour roll a d6 for a chance of encounter
having the required coin he promised the (1-2). These are common encounters but you
Oarsmen a special silver coin by the next full could also run into a crusading band of
moon or the Oarsman could take the man’s Paladins or a Lich party out on a jaunt.
soul.

Stairway of Leng d20 Event


1 X Marks the Spot The well in front of 1-5 Slide
you has a heavy oak and iron covering. Atop
the covering is a weather-worn sign scrawled 6 Monk
in common, "POISON!". The covering of the
well appears to be tied shut but upon closer 7 Thieves
inspection the rope is just there for show. 8 Bandits
There is nothing holding the cover down
except the fear of entry. 9 Hag

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.

Ron Parker ■ eelpark@gmail.com ■ http://www.gelatcube.com/assets/promise.pdf ■ v1.2 ■ Fonts https://github.com/jonathonf/solbera-dnd-fonts


2022 One Page Dungeon Contest ■ https://creativecommons.org/licenses/by-sa/4.0/
Vacant Snow Castle
Written by Petter Fornes (pellep.itch.io) for the One Page Dungeon Contest 2022
https://creativecommons.org/licenses/by-sa/4.0/

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.

In the Vacant Snow Castle


 Everything is 10 times larger than the size for humans – describe how furnishings look, not what they are
 Walls constructed of colossal hard-packed snow blocks, doors and furniture forged of solid ice
 Floor carpeted with loose powder snow [falling inflicts d6 damage per 20 ft plummeted, rounded down]
 All doors are too heavy to push open, but they have a foot-high threshold gap
 Pale blue light penetrates the walls, all features in a single room can be discerned
 Frigid temperature, frost mist when breathing
 When moving between locations (), taking one's time or making noise – roll d6:
1 Random encounter – roll d6, see below
2-3 Signs or spoors of random encounter – roll d6, see below

Random encounters [5] THRONE


1 21 snow giants, including King and Queen (60 ft tall shambling beings of compact snow) – Force of Nature ROOM
First time: Giants return, number of giants as room number [#] enter each room (tidying-up, inattentive) [1] ROYAL (600x600 ft)
QUARTER
Next time: Giants in the same room notice PCs, each tries to grab one [DEX save or contained in ice cage]
(150x300 ft)
2-3 Great white bear (giants' pet, hunts vermin) – 14 HP, 18 STR, thick fur [A1], jaws d12 or 2 paws d8 each
2 Lies camouflaged in ambush [when inflicting Critical Damage: drags away the catch for devouring]  5 Throne (3 steps à 10 ft)
3 Toys with its victims [when inflicting Critical Damage: leaves target alone, for now]  6 Ice chest (10 ft tall)
 3 High table
4-6 d6 werewargs (gaunt, cursed men in beast form, terrified of white bear) – 5 HP, d8 long claws or bite  Door (60x90 ft)  Door (25 ft tall)
4 Feral, ravenous 5 Fierce, territorial 6 Wretched, seeking pact
[6] FEASTING
Keyed locations ()  7 Rope HALL
1 Snow cave (2 ft tall dark opening into rudimental den, gnawed bones, droppings, d6 scared werewargs)  Door (60x90 ft)  4 Skin rug [4] GALLERY  Door (150x900 ft)
(360 ft long) (600x300 ft)
2 Long table (5 ft spoons, pickled pikes, blanched whole cabbage heads, 15 ft rowboat with honey wine slush)  Stairs  Stairs
3 High table (foot long silver toothpick [d6 damage, 500 gp], under chair – half-barrel with blood stains) (40 steps à 6 ft)  2 Long table
4 Skin rug (shield-sized azure scales, worn and torn, frost-burns bare skin upon touch) [3000 gp intact]  10 Meat hooks (25 ft tall)
(60 ft above floor)
5 Throne (pocket change – d6 tin plates in each seat [50 gp per piece])
6 Ice chest (freeze-lock, lid weighs 5 tons, mostly empty, 5 ft silver chain [1000 gp], bright red feather)  Double doors (each 60x120 ft)
 9 Tuba
BRIGHT RED FEATHER [magical, red-hot tip, pyrography quill]
 Benches
7 Rope (looped around rail, dangles down to throne room floor, hangs slackly from high up the center spire)
(15 ft tall)
PULLING with the weight of two humans turns ON/OFF brilliant silvery light illuminating rooms [4] and [5]
 11 Shelves
8 Spire (rope mechanism uncovers ceiling hole letting light in through socket with mounted Ice Pearl) (15 ft spacing)  Door  Doorway
ICE PEARL (perfectly crystalline 1 ft diameter sphere) [3000 gp, melts in warm weather] (60x90 ft)
9 Tuba (corroded brass, human-sized) [magical, plays oompah by itself, whimsical temper] [3] KITCHEN
10 Meat hooks (hanging from shelf, solid-frozen musk oxen and mooses, icicle cage with desperate folk) (150x600 ft)
[2] FOYER
ICICLE CAGE (10 ft cube, ice bars, shouts for help, hypothermic Larson family [d6 homesteaders – 5 STR])
 12 Worktop (600x300 ft)
11 Shelves (ice-enshrined capercaillie birds, fifty barley sacks, folded square linen sail)
(30 ft tall)  Gate doors (each 60x240 ft) 1 Snow cave 
12 Worktop (wooden tubs, 60 ft rope with pointy hook, two-handed curved broadsword [d10 damage])
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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
whispers
promises
holy water holy of treasure holy water holy water holy water holy water holy water holy water holy water holy water holy
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
the cylindrical chamber that surrounds the spiral staircase seeps

holy water flourish amid the cracks and crevices of the chamber walls.
holy water holy water holy water holy water holy water ater from br holy water holy
staircase ea c h i n g t h e
holy water i n s i d e water holy water holy water holy water holy water the w wa holy water
holy water holy water holy water holy water holy water holy nts ll
water

e lakfrayed
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m th

sb
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holy water slowly into holy water holy water holy water holy water holy

ev

e bed

ut
t pr
the slimy water holy water holy water holy water holy water
holy water

s fro

allo
depths below

l a k e. i
holy water the tower. holy water holy water holy water holy water holy

and

ws
erupt
old rope
holy water water holy water holy water holy the
3d6 Moss e ath creatur
es
water holy water holy water holy ben

thro
holy water Goblins

spire
camoufl age water holy water

to
holy water

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ou n d s a hu

pl
urr

ugh
themselves large

pass
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tem
holy water amongst the su n k e n golden

black
chandelier
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cobblestone
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ag

dark
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holy water
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holy water au y depicts

wate
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an om
blood. Clearly

finel

do
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g s
ul
Close to the
be

abandoned for a circle of

me
r.
d
holy water bottom, the x many years, a priestly
e Rotten & M E R R I C K Their last
cracked stone pillar

cracked stone pillar

cracked stone pillar

cracked stone pillar


holy water stairs have
rtht o b r o k e n the inquisitor words warn of foreboding presence f i g u r e s
Naa
c r um still pervades the
holy water ble n wooden pews lays fatally the evil that offering their
d a n c i e n t are scattered w o u n d e d lies below but entire temple. hands in aid.
holy water i che s u n k e n about this against a pillar, pray that you up to an O p e n
holy water
ar
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ing
t d o o r t e m p l e nave like gasping from a have the
n

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r
holy water lead shaft, too
w a y b e n e a t h s h a t t e r e d punctured neck strength to
o

… to

irs
a sta deep &
holy water Dark water that floods the the lake. p o t t e r y . w o u n d . smite it. lost

ate
s t a i n e d m o s a i c f l o o r s dark to
holy water bottom of the chamber. It hides a god orn see the
f a l s e floor trap
s and arched ceilings stairs door bottom.
holy water bloated corpse & rotten pack w all Rotten beds pushed b e n e a t h
irs

e
holy water containing a healing potion & a
cursed ring, sunk to the bottom hewn s
ton od up against the walls sta the stairs Below the alter, a hidden
irs

blo e to make room for sta lies chamber half filled with the Short

https://creativecommons.org/licenses/by-sa/4.0/
holy water ly es h t h a … c r e discarded limbs from victims of s e c r e t
irs

r
with thick iron bars plated in rough ch of f fts up l . racks of silver plated sta tunnel
se

holy
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a dungeon cell

bright

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water a new vampire spawn The old ru r wstairs w a y flesh by time.
irs

n d i catchers and chains.sta jut


holy is being held here ready for a a wooden floorboards squeak loudly underfoot
sta Down here a l Crates and sacks of moldy grains left bones bones bones bones bones
irs

s t
water the next experiment. She bones bones bones bones bones
irs

begs to be released, sta series of levers a to gather dust. A chest of gold coins is bones bejewelled knife bones out
silver.

irs

holy desperately thirsty for fresh sta and chains control d hidden amongst the detritus bones bones bones bones bones
irs

water B L O O D sta the mechanised cell d suspended wooden mezzanine bones bones bones bones bones along
As gli
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holy 1 mechanised iron grate floor sta floor and holy water er Below the &
o you mp qu artz enc
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f s es S p i k y as e a
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chamber to the left. str dam desce


water Chamber flooded with holy mezzanine a
nc

purp le

of its
lake water. Drained by a couple o r When operating them, roll a d cage lift can be the ong sc p per nd fu pur s p e l e o - av e
wi

holy close-able grates in the floor 3 d4. The result determines o pulled
p

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nce
up
c
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e

water refills in half an hour once fully l which mechanism is w through a hole in the old f , , n length.
i de cu th surround a t r a
li ne walls of

holy e m p t i e d activated as per their label. n stone floor here. stairs ng ath co t only e smel
the

void i

c m b l t i t a n i c S l o w ,
sta

2g r a t e 2 g r a t e puddles of blood and water on a cold stone floor irs ells ing y a
water drainage channel wide enough silver fro crystal mace s t e a dy
wo

sta

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holy for a personwtoi dcrawl through breaths & a
n

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od

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stone

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sta

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water
en

narrow channel drains the runoff holy water above c a g e quartz crystal rise from a
sta

4
t al

irs
dra

A long corridor, slightly sloped. Mesh trapdoors along the floor reveal stairs shards that small gap
in

cells holding monsters


irs

ys

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wb

Sharp hooks on chains suspended from the ceiling can be sta explode. between the
cr

eart
to

lowered into them.


irs

h
rid

The cobblestones are stained with blood and littered sta t bricks below
with scratches. a s tories all
irs

silver . wrapped in ancient


ge

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

spiral grate i r o n se ve
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
av

l e a d the vampire lord sham s c


further imprisoned here to provide bl Koi bloated o u scrawled with bound deep into the earth
carefully betwee
warnings in many by powerful priests and ying
rm

b e l o w . spawn for experimentation. and aggressive. n


e ab

sta
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

all speak of a great evil experimental magic and


ite lines o

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

b reader, pushing them to


r

lin at the bottom. freeing the souls of


s

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

grand alchemist apprentice e


ILLIN NEK
irs air ents a r gold wall, the Titan will cage, and wreaks Untold
sta

irs her Command them to aid Illin.


pours over tattered books and ancient scrolls runs experiments here with e. havoc on the world above;
sta

irs crumbled the head of a man


she has collected here in her study. She seeks to holy water, infusing it into stairs sto own t o a wa
locked door

d scorned, b’llood spilled in


learn all she can about the Titan and believes acids, poisons and weapons. Beneath ne ads t h e ll o
irs

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?
Vol
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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

B Enemy attack on left flank occurs


5) Friend fighting 1d3 Foes; Help fight Foes simultaneously and/or then flee to 6 or 9
2 3 4 6) Hospital. Can search here or flee to 7, 9, 10 or 11; A massacre is starting…
7) Baggage Camp. Can search here or flee to 6 or 11; Pillaging is starting…
8) The Wood Line; Surprised by 2d3 Foes, fight simultaneously and then flee to 7 or escape if deserting…
9) Enemy Cavalry Attack, fight 1d3 Mounted Foes separately, then flee to 10 or 13

C Enemy attack on right flank occurs


5 10) The Bridge. A dead horse slows passage while bridge is collapsing. Multiple ability rolls to get to 14
8 11) Wounded Friend: slows PCs down if helped and 1d6 foes are approaching, or ignore and run to 10 (or 12…)
7 12) Hidden Ford. Multiple ability rolls to find and cross, otherwise go to 10. If successful, fight 2 Foes
simultaneously after crossing and then go to 14
13) The Ford. Two Friends with royal standard pursued by 2d3 Foes. Fight Foes simultaneously and go to 14, or
6 let Friends fend for themselves and flee to 10
14) Village. Commander here; Civilian, Friend or Foe encounters every turn; go to 15 when done. Fire started…
B

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

12 Club Shield 1st aid kit


4 Arm injury Yeoman
Cover your name in glory!
3 (Fight Penalty) 7-8

Chest armor, 5 Blurred vision Self Made


1H weapon 1 day rations Desert the army!
10 4 front (Sight Penalty) 9-10

Chest armor, Pocketable 6 Head wound


13 5
2H weapon
back valuable (Mortal if 3+3)
Nobility 11 Act honorably!

Any 2 of Any 2 of Nobility


Roll for Money 7+ Unwounded Make yourself as rich as possible!
6 above above 12
C

Search
14 Table Civilian Friend Foe Money Valuables Equipment
1 2 3 4 5 6

1 Comrade Comrade Boss Nothing Nothing Nothing

2 Or Relative Or Relative Lt. Warrior 1d8 Copper Medicine Knife


3 Panicked Panicked Lt. Warrior 1d12 Copper Holy Book Shield

15 4 Panicked Panicked Hvy. Warrior 1d4 Silver Silver Bracelet 1H weapon

5 Helpful Stalwart Hvy. Warrior 1d6 Silver Gold Ring 1 day rations

6 Hostile Boss Shooter 1d3 Gold Flask of Alcohol Simmering Torch


https://creativecommons.org/licenses/by-sa/3.0/ Roll 2d6 and cross reference results when searching; otherwise roll on appropriate column(s) as indicated
By the evil genius’ will, running into a cunning trap, or failing an intelligence check, the heroes
are placed into the galactic kindergarten. Now PCs must prove they don’t belong here or find
a way to escape the place.
This universal adventure can be a funny trip or a short survival story for your players. Try to
use their imagination and the mood that suits your Universe.
The “children” of the kindergarten are creatures of different shape and sizes. Just create less
by Andrey Plisko scary ones if you are going to play with real kids.
https://www.patreon.com/anisplan
Bedroom. Heroes wake up here. They can barely remember what happened and are confused by this alien place. Children
around are afraid of weird noises coming from under one of the beds. If anyone try to come closer, big paw with sharp claws will
strike! This is a cat, accidently taken away from your planet.
Monsters: a Сat. Treasures: Teddy – a terrifying (the person holding it rolls any INT checks with disadvantage) one-eye toy under
a pillow in the darkest corner of the room, where the cat “monster” is nesting.
Carpet of health. Everyone should pass these mandatory procedures. Run fast or
endure the scratchy floor, hot and cold showers following with a withering breeze.
Dinning. A set of tables with feeding machines. The Space Semolina is a light
LANDING PAD DRESSING poison to your kind. Try to avoid of being fed. Monsters: 4 T35 are watching every
child to eat, no exceptions. Treasures: Big Kevin was punished a lot because of his
bad behavior and food taste and now he is looking for someone to eat his potion
of Semolina. He can share valuable advice: to fly back home the one need to get
coordinates from Protocol droid at Correction Room. The droid is always watching
carefully what is happening in the Game Room (good or bad) and any persons
involved might be taken into the Correction Room for “educative talk”.
Game room. Everyone is playing. You can join any party. If you pass a good INT
CORRECTION
GAME ROOM check or DEX check (depends on the game type) you can win and proof yourself
ROOM worthy. Each win can drive the looser mad (1/3 chance), so be ready to defend
yourself! d4+1 wins can bring attention of the Protocol Droid, who is watching
the games. Monsters: 6 T35 playing games with kids.

Monsters

A Cat – sharp teeth and claws, weak


to rolling balls and stroking. Can be
WC CARPET OF from small to tiger-size.
DINNING
BEDROOM
HEALTH T35-Nanny – a strong 8-arms droid
with vandal-proof armor. Feed or
Play programs can be switched with
high INT check.
WC. Here you can dispose of anything you don’t need anymore.
Treasures: d4 high-protein nano-organic toilet paper, can be used S1000 – security droid, battle armor
as a health potion. two paralyzing ray guns. Can be once
Correction room. You can be “invited” here in the case of unusual behavior switched to self-test for 30 seconds
(showing violence or other bad actions or some extraordinary skills at playing by security code phrase (“Meow”).
games in a game room) to be interrogated by the Protocol Droid.
Dressing. Some of your stuff is here secured in one of the lockers. A kid is crying Protocol droid – Bulky old droid with
about his lost Teddy-toy. His older brother is holding in his hands a silver keycard big screen. He is communicating via
to one of the spaceships, landed outside. He is in a hurry to leave the place and images or simple math. Has brain
will be glad if someone can bring the Teddy ASAP. Can be persuaded to get few analyzer and limited telepathy ability.
additional passengers. Monsters: One S1000 is watching that only authorized His log file contains all spaceship
persons enter or leave the place. signatures and destinations for the
Landing pad. d6 spaceships. All locked. One can be opened with the silver keycard. last week. Unprotected. Can be
Set your home system coordinates into autopilot using the set of weird symbols defeated, persuaded, or hacked to
given by the Protocol Droid or hacked from his log files. get the coordinates of your home
Monsters: d4+2 S1000 on patrol duty. planet.
One Page Dungeon Contest 2022 https://creativecommons.org/licenses/by-sa/4.0/
The hallway of abandoned (InfInITe) worlds
an adventure by 30299578815310

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.

Doors - The Hallway’s doors lead to a variety of different


(but always hardly occupied) locales, including Alien
Planets, Distant Pasts and Futures, Intergalactic Space
Stations, Spirit Worlds, Alternate Quantum Universes,
Divergent Timelines, Bizarre Realities, Parallel Planes, etc.

Longers - Longers are strange beings from octillions of


kilometers down the Hallway. No two Longers look alike,
but most are friendly, and share cryptic messages about
the mysteries of reality, as well as proclamations of a
coming catastrophe, known as The Doom.
Door Inhabitants - Randomly select 1 to 4 items from the
Rumors and Mysteries - Whenever players explore a table below to determine inhabitants of a locale beyond a
locale behind a door, travel to new parts of the Hallway, or door. Inhabitants may be natives or migrants.
encounter a Longer, there is a ½ chance of encountering a 1 Dragons 11 Kaiju 21 2d Beings
rumor or mystery. Randomly select from the below list:
2 Humans 12 Fae 22 Hypercubic-Life
- Information about the key to a locked door in the Hallway
- The location of a shortcut, a door that leads to a far part 3 Sentient Plants 13 Outsiders 23 Dark Matter Lifeforms
of the Hallway instead of a new locale 4 Aliens 14 Zombies 24 Longers
- A scientific paper detailing lost technology 5 Transhumans 15 Memetic Organisms
- The location of ancient magic, buried deep behind a door.
- Whereabouts of some of the Hallway’s original 6 Reptilians 16 Cosmic Horrors
engineers. 7 Digital Intelligences 17 Dinosaurs
- A riddle or poem shedding light on The Doom 8 Robots 18 Vampires
- GM’s Choice
9 Talking Animals 19 Lycanthropes

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

What if my PCs come from a populated world? That's


OK! The discovery of a Door to a populous locale can be
the seed of a new adventure!

Licensed under https://creativecommons.org/licenses/by-sa/4.0/


Pavlar exhausted his resources in the Tinyblin Unification Wars and now turns to the adventurers. Theo betrayed Pavlar in
the Battle of Twisted Oak, leaving him golem-less. His wondrous monument in the south would rally all Tinyblins to Pavlar, but
he needs help to supply and defend it. He offers his best artisans, will award any loot found, and share his map of the forest. Jarl
Bar, Meblis Khan, and Petty King Theo still have soldiers from the last skirmish protecting their border claims.
Tinyblins are industrious, thumb-sized, teal humanoids that love their giant (to them) mechanical golems, so their Buildings
are sized to match. Countless Tinyblins work the lands and pilot dozens of Worker Golems.
They are neutral and avoid battles. Villagers and Workers are scattered throughout.
Monuments build in 3 rounds and win after 5 more. Pavlar first needs 1000 each: wood sticks, tiny stones, and gold nuggets.
Collect piles, chop, dig, or pillage. Piles: [1d3+2] x 50. A skill check harvests/pillages up to [5 x result] per round. Pillage 0HP
Buildings and golems: Camps [100 wood] Towns [200 wood & 100 gold] Castle [500 stone] Golems [10 gold/HD]
➢ If his Monument is reduced to 0HP, Pavlar can rebuild, but Theo has started a Monument behind his Castle. Destroy it!
➢ Theo sends his offer, “Defend me instead, and I shall reward you with 12,000 gp” and builds 6 Ironbound to defend.
➢ If betrayed, King Pavlar builds a Town and fields all Soldier types from the monument scraps. Specialty is all three Soldiers.
➢ Otherwise, Pavlar restarts construction and grants his reward when Theo is destroyed: the Tinyblin Portable Workshop.
➢ If Theo wins, he won’t pay. Instead, he exiles the adventurers as “enemies of the Tinyblin Empire”. 7 Ironbound step forth to
“escort” the adventurers out. He pilots the golden Ironbound in the front: 14HD (90 HP).
➢ Bar and Meblis send soldiers to attack the monument closest to victory. Bar and Meblis resign if Theo loses.
Each round before the monument starts: roll 1d6 to find which faction builds reinforcements, then 1d6 for # and type of
golems: [1-4] = # Soldiers, [5-6] = # - 4 Specialties built in Town. Factions field types shown below. Each round after a monument
has been started: each leader attacks with 2 golems, builds 1 Soldier and 1 Specialty, and increases the next wave by 1 golem.
Tinyblin: 0HD (1HP) TINY MOV 45ft. AC 21 JUMP {1/min. jump 30ft.} Pilots take no damage inside golems; dozens flee each destroyed golem.
If a neutral Tinyblin or Worker is attacked, they all flee to Towns with any remaining piles. Town attack & damage +1 per Worker held.
Worker Golem: 2HD (15HP) MED MOV 30ft. AC 15 +5 attack (1d6+2 damage).
⤿Soldier Variations: ⤳Javelin: 17 AC, attack, 20ft. ⤳Spear: 3HD (20HP), 1d6+4 damage ⤳Horse: 50ft MOV, +8 attack
Specialty Golem: 4HD (25HP) MED MOV 40ft. AC 17 +8 attack (1d10+3 damage).
⤿Ironbound: 7HD (45HP) 20 AC, TRAMPLE {half damage to other enemies within reach}
⤿Greatshield: 5HD (35HP) 22 AC, COUNTERCHARGE {move up to half speed and attack as reaction to ranged/spell attacker}
⤿Windbow: 60ft MOV, +10 attack, 40 ft, KEEN ARROW {struck foe receives -1 on rolls until their next attack, stacks}
Buildings: Monument: 2HD (30HP) SMALL AC 13. MASONRY {+5HD (+50HP) and +3AC when constructed}
Camp: 2HD (15HP) MED AC 6. TOOLS {Harvest/pillage 2x wood [Lumberyard], stone [Stone Mine], or gold [Gold Mine] in 10 ft.}
Town: 8HD (80HP) LARGE AC 14. +5 attack, 20 ft (2d6 damage) GARRISON {When hit, release a held Golem or pile at random.}
Castle: 10HD (100HP) HUGE AC 18. ARROW SLITS {A 5 ft radius within 50 ft takes 4d6+6 damage, half on dodge, DC 14}.
10,000 gp Tinyblin Portable Workshop. 4” tall workshop with dozens of Tinyblin artisans. 1/day they repair or modify one item: changing its
size, damage type, or appearance. Tinyblins can aid suitable tasks, such as lockpicking, crafting, or searching. They like meat, fish, and berries.
12,000 gp Completed Monument. 2’ tall, 4’ wide elaborate 1 cp Wood Stick 1 sp Tiny Stone 1 gp Gold Nugget
Wonder of Tinyblin-sized architecture.
Sturdy enough to be carried. [1] Petty King Theo: javelins & Ironbound

[3] Meblis Khan: horse & Windbow

[2] Jarl Bar: spears & Greatshield

[5-6] Villager Tinyblins: none

Town 5’x5’ Lumberyard


[4] King Pavlar: none
Castle Stone Mine

Monument Gold Mine


125’x125’

https://creativecommons.org/licenses/by-sa/4.0/cc Entrance AnarchyDice, anarchydice.wordpress.com


The Ambulatory Temple
The Situation Head (150')
The City was built on the suffering of its population. The living flame takes as much damage as a troll to
It's a dirty, angry place, and it is unsurprising that defeat, but is weak to ice and water. Everything within
people pray for its destruction. The shock is that An Adventure for 2-12 Characters of Level 1-10 by Robin Gibson 20' of the flame takes damage as if it were on fire.
someone answered. Now an ill-tended forest temple The flame can make an attack like a dragon's breath
has sprouted limbs, and is making slow but steady against flying targets, but can't focus on anything
progress towards the city, sword in hand, lightning standing on the temple.
and crows in its wake. Once put out the flame becomes a fist-sized star ruby
with a tadpole inclusion. Its base is the Brazier of Holy
Notes Dirges, a 3' wide bowl impervious to any heat.
The temple takes one step every 30 seconds, which
shakes the whole structure violently. It will arrive at Chest (126-145')
The City in three hours. Medium 20' climb up masonry to the shoulders. The
The temple's joints each takes as much damage as a droning organs make hearing and spell casting
hill giant to destroy, and are armored like plate. This impossible. 2d6 Harpies live in the bellows of the
will slow down, but not stop the temple. Putting out organs, behind three druidic banners. They want
the flame in the head will kill it. bones. One of them has a corrupted Dagger of Decay
that causes skin rot disease in anyone it wounds.
Shoulders (145-150')
30' Diameter circular stairs protected by two bumbling, Torso (105-125')
constructs. They fight as ogres, but with massive crab-
Easy 20' climb up metal vents to the chest. Noxious
like claws. Designed to protect the head at all costs,
gasses limit visibility and make breathing difficult. The
but have an unfortunate tendancy to make charging
droning organs make hearing difficult.
attacks. 1-in-6 chance of lightning strike every 10
seconds. If removed, the claws of the guardians make Waist (105')
a heavy but effective weapon.
2d6 Skeletons here, armed with longbows and
chainmail, charged with keeping intruders away. One
Bicep (100-145')
of them has a golden skull and a Bow of Force, whose
Difficult 45' climb over metal plates to the shoulders.
arrows bestow significant horizontal momentum to
A medium climb over the bars, but falling into the
their targets.
gears is lethal. The droning organs make hearing
difficult. 2-in-6 chance of 1d3 Harpies attacking every
Hand (70')
10 minutes. They only want your bones.
May swat at annoying intruders. Does damage as an
ogre, and has a 1-in-6 chance of grabbing 1d6
Elbow (100')
characters, and flinging them.
1d6 Skeletons armed with longbows and chainmail,
CC BY-SA 4.0 https://creativecommons.org/licenses/by-sa/4.0/

charged with keeping intruders away.


Thigh (51-105')
Forearm (65-100') Difficult 55' climb over metal plates to the waist.
Chains and a large banner half-way up make the climb
Easy climb up chains, 35' to the elbow. Skeletons fire
easier, but the skeletons attacking from above with
arrows and drop rocks from above.
arrows and rocks will be more likely to hit.
Hilt (65')
A family of 2d6 goblins were sleeping in the hilt when
Left Knee (50')
the temple awoke. They are terrified of heights, but An altruistic gargoyle will fight you, but only because
fascinated by the machinery. They would be willing to she thinks it's the right thing to do.
join you to see the temple closer, but are useless
climbers.
Calf (21-50')
Easy 30' climb up chains to the knee. Swarms of crows
Right Knee (50') will happily pick through your bag while your hands
An apathetic gargoyle will let you pass, but will only are occupied with climbing.
answer your questions with lies.
Foot (0-15')
Sword (0-65') A shrine of Bird's Resiliance is embedded in each
If dragging behind: Easy 80' diagonal climb to hilt. ankle. If a worthy and appropriate sacrifice is offered,
On attack: Nearly Impossible to hold on. Destroys treat all falls as being half as far for the next hour.
everything in a 200' radius, 45 degree arc. Structures Each step destroys everything in a 15x25' rectangle.
may survive the first blow, but not the second. https://www.metalsnail.net/ Surrounding debris complicates movement.
Quest for the lost Crown
by Philipp Hajek
This adventure takes inspiration from Kahimemua
Nguvauva

“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.

Here are some possible encounters on the way through


the forest:
❖ a green dragon (or kobolds) on a clearing filled the crown
with flowers that cause hallucination, D There can not be a new king until the crown is
❖ or a tree trunk over a river with creeping vines returned.
hidden.
L “And on the final day he said to his people: I
The archives of the temple are run by Sindara (freckles, release you from your oaths; and he loosened
lavender smell, daydreams) who helps the PCs wherever his braids one by one, took the rings and threw
she can but it still takes at least a month to sight all them into the melting pot.”
documents. The Research results are that there isn’t a Dralbeard
crown mentioned anywhere, however the rings to hold D He was the last dwarven king under the silver
dwarves' braided beards are sometimes referred to as a mountains who united the clans against the
crown. If the PCs don’t find this information themselves, elves but he was executed after the final battle.
Sindara will provide it and suggest that they travel to Deep
Mountain to interview the elder dwarves. L “Seven strikes it took to decapitate him and
after the final strike the mountain shook with
Traveling to the silver mountains is easy but to get to Deep sorrow for his fallen son burying its richest veins
Mountain where the elders live requires a guide. Here are until a new king is crowned”
some possible encounter ideas on the way through the the war
caves: C This particular war mentioned here took place
❖ a broken bridge over a chasm with waves of in ancient times which for elves and dwarves
goblins coming from behind, was just a few generations ago. The elves won
❖ or a stalagmite labyrinth with a disoriented the war claiming the silver mountains but having
hungry ogre. no interest in mining gifted them to human
settlers who to this day hold much of the mining
Once there the PCs can ask around for Lore until rights and melting furnaces.
someone in the party receives news from Sindara via a
sending spell: “I found an image of Dralbeard - there may be R Part of the elven scheme included a trading
another crown” ban with dwarves that gave humans a trade
opportunity which the elves used to lure human
Assuming the party travels back to the elven temple: settlers away from the elven glades.
“Sindara presents you a medallion that when opened projects an
illusion of a stern looking dwarf. His beard is not braided and
you don’t see a crown but Sindara smiles and points to the
bottom of the medallion where an inscription reads: We send Dwarven names Magni, Nurl, Xanlor, Rotnir, Gremdor,
you this dwarfs decorated helmet which he wore until the end Lurgrim, Grambald, Terson, Dorlan, Felgor;
like a crown.” Research about said helmet takes at least Elven names Tharundiel, Eldran, Luthana, Berendir,
another month but reveals that it was finally gifted to a Liestel, Cirdunir, Nindolin, Tularion, Nievana, Mehotil;

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

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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.

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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.

Hooks Starting the Maze Building the Maze


1. Rescue the maiden, Lamwé, lured away by Mala Dewm Use Section 41 for the entrance. To the right and left, add 1. Roll 2d6 on the Section Table
2. Seek the oracle Okklithus hidden in the maze for answers Section 66 infinitely. Above Section 41, add Section 13. Roll on 2. Roll 1d8 on the Hedge and 1d8 + 1d3 on the Path Tables
3. Find a wealth of precious stones along the Path of Jewels the Object Table. The hedge is purple privet. The path is dry dirt. 3. Roll 1d20 on the Encounter Table every 5th Section added

Adding Sections Hedge Table [1d8] Encounter Table [1d20]


Each Section is 50 x 50'. Each inside square is 10 x 10'. The hedge 1, 2, 3, 4. same as previous Section 1. Saber Leaf [1d6]
walls are 10' high and impenetrable. To build the maze, connect 5. Purple Privet violet hues; large orange flowers short, springy palm with razor sharp scimitar-like fronds
each new Section’s entrance (marked with a ) to the previous 6. Elephant Ear shield wall of thick, hairy gray leaves 2. Viper Vine [1d6]
Section’s exit. For each , roll 1d6 + 1d4 on the Object Table. For 7. Golden Bamboo tight lattice; warm, lambent glow brown rugose tendril; fanged red mouth at end; poisonous
every 5th Section added, roll 1d20 on the Encounter Table. 8. Petrified Thicket black jagged stalks; clear crystal fruits 3. Urticator [1d6]
scuttles on roots; lashing thorny vines above bulbous body
Section Table [2d6] Path Table [1d8 + 1d3] 4. Luminous Fungus [1d6]
11 12 13 14 15 1, 2, 3, 4. Same as previous Section flabby dead fingers; ghostly green glow; give off radiation
5. Dirt 1. dry; 2. soft; 3. muddy, possible footprints 5. Black Lotus [1d6]
6. Grass 1. red sward; 2. writhing gray cilia; 3. blue fescue large stygian flower; soporific pollen; induces potent dreams
7. Gravel 1. tiny pebbles; 2. small stones; 3. Path of Jewels 6. Chimeric Orchid [1d6]
16 21 22 23 24 8. Stone Flags of 1. jasper; 2. onyx; 3. chalcedony restraining roots; flower’s liquor changes players to ape-men
7. Giant Leech [1d6]
Object Table [1d6 + 1d4] mottled gray-green; amphibious; swims and slinks; ravenous
1. Column 8. Butterfly Wasp [1d6]
1. fluted chrysoprase; 2. singing, graven demoniac heads; gorgeous azure wings; gayly fluttering; deadly stinger
25 26 31 31 33
3. rough-hewn beryl pillar; 4. gold obelisk with hieroglyphs 9. Bufo Bufo [1d6]
2. Statue psychedelic-colored frog; tongue attack causes hallucinations
1. Mala Dewm in porphyry; 2. a beautiful woman in marble; 10. Lily Lizard [1d6]
3. platinum arboreal abstract; 4. rusting Metal Servitor camouflage; speckled orange frill; hissing; claws and jaws
34 35 36 41 42 3. Structural Feature 11. Jub-Jub Bird [1d6]
1. solid malachite arch; 2. wood pergola of scented vines; pink; flightless; swift runner; wide, blunt beak; vicious talons
3. feldspar monopteros; 4. jade tomb; mummy; gold-mask 12. Hedgling [1d6]
4. Plant Feature small, spiky rodent; fires paralytic quills when frightened
43 44 45 46 51 1. silent shadowed sylvan grotto; 2. horrid portcullis of cacti; 13. Vampiric Flower-Woman [1d6]
3. gazebo of living trees, stump seats; 4. dark cypress topiary charming siren singing; entwining tendrils; slow life drain
5. Water Feature 14. Ape-Man
1. weeping cinder fountain; 2. turbid Giant Leech pond; thick, coarse brown fur; powerful; strong; aggressive
52 53 54 55 56 3. brass basin of hueless herbicide; 4. square reflecting pool 15. Metal Servitor
6. Magical Object polished iron body; crescent sickle hands; kills trespassers
1. Marmoreal Mirror: clutched by marble basilisk; turns 16. Tilgrim
anyone staring into it into stone; Lamwé is there, petrified warrior changed to ape-man except for head; wise; helpful
61 62 63 64 65 2. Trick Sundial: turning gnomon clockwise advances the 17. Okklithus the Oracle Stone
position of the sun in the sky; turning it counterclockwise giant, glowing blue stone cross; answers any questions asked
reverses it; resets after 10 minutes; has no effect on time 18. Vorakwala the Demon Flower
3. Bronze Gong: striking once, instantly summons 1d6 reptilian bulb; hypnotic swaying; blood offering grants boon
st Written by J. Blasso-Gieseke for the One Page Dungeon 66 Metal Servitors, who whisk in on a gray cloud and attack 19. Daydayeem
Contest 2022 under the Attribution-Share Alike 3.0
Unported license. Inspired by the Clark Ashton Smith
the striker of the gong; striking twice, sends them back ambulatory tree with human eyes and hands; strangulates
C
stories The Maze of Maal Dweb, The Flower-Women, The 4. Evolution Orbs: twin spheres; touching both: roll 1d12 20. Mala Dewm
Demon of the Flower, and The Garden of Adompha with
21st Centaury Games further inspiration from The Gardens of Ynn by Emmy Allen. on Encounter Table and gain an attribute of that entity sorcerer lord; bored; omnipotent; punishes trespassers
GRAVITY WELL

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

Fresco Pile of bones


with evil and small Ceramic pots with
Pine tree: there’s an deities. bronze cups. colorful pigments.
old skeleton wearing
a rusty chain mail
fallen behind the Skulls, black
tree. Three arrows and red candles,
pierce its chest. rotten fabrics,
A silver key and heavy
attached to a leather incense scent.
strip is hanging Stone floor covered
from its bony neck. by ritual runes and
The sword on its 10’ rope coiled geometrical patterns
scabbard is cursed inside a sack. drawn with chalk.
(the wielder’s first
attack always fails). Old pickaxes and
Its smashed helmet shovels, large sacks, Chest holding
bears the chalk and bronze lanterns. 300 sp and
inscription “traitor” Stalactites and a ring of
on its forehead. Open trapdoor giant bats protection.
leading down
below.
Empty wooden buckets, Tiny flattened
old bronze coins, and a passage leading
wet, moss-covered floor. upwards.
Footprints lead ahead.
Giant constrictor
snake: rock pyton.
Cobwebs and
black widow Underground
Wet and slippery giant spiders. river flow.
carved steps.
Dark, muddy water
infested by giant
leeches (2HD each).
Rusty armor pieces,
broken shields, and Dark granite coffin with
burnt torches. a broken lid. A wight Large wooden chest, locked by a silver padlock
guards 300 sp and Skulls and (can be opened by the silver key). Inside it, there’s 1.200 sp,
CC BY-SA 4.0, Horoscope Zine, 2022. Created by Horos. a wand of lightning skeletons. a magical sword, a wand of fireballs (3 charges), a potion
Map: Gustav Sokol. Proofreading: Rossi Antúnez. bolts (3 charges). of fire resistance (red), and a potion of healing (yellow). horoscopezine.itch.io
The Holy Temple Evelyn Nitch-Griffin
https://creativecommons.org/licenses/by-sa/4.0/
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tsbodywast hatofa[ C]____
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And it
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____
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hebeastdamaged t helockand Ican'tescape.
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4.The lastl ocation.Thisi sthe beastthatBjorn Always
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and he'sdefini t
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BonusFun Poi
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aw t
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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.

The Eleventh Wonder of the Suvellian Age


G: Chamber of the Wonderwyrm. Corridor from Area F enters mid-way up side of the room,
connecting to the central pedestal by a bridge. The Wonderwyrm is enclosed in a glass fluid-filled
sphere. Bridge is counterbalanced so that as soon as 2-3 characters are on bridge it will fold
down, causing the sphere to roll down (Dexterity save or bludgeoning damage for those on the
bridge) and shatter against the wall of the chamber (see diagram at right).
G1: The Wonderwyrm: Claw/claw/bite on ground or tail lash when airborne. At 1/4 hit points
Bridge initial position
will emit a 30’ diameter psionic wonder-blast: make a Wisdom save or disbelieve that the crea-
ture exists for d4+1 rounds. Disbelievers will try to calm down anyone still fighting the “hallucina-
tion”; meanwhile Wonderwyrm will try to
escape to Areas D or F. Crystalline organ in
neck can be harvested and made to emit a
blast with similar effect d4 times before
becoming inert.
Bridge after triggered by weight
G2: The Eleventh Wonder: If bridge
is triggered, a subchamber contain-
ing the Codex of Beasts -- which can G1 F1: The Guardian: A robed
provide useful lore regarding strange automaton/construct will leap from
creatures -- is exposed. the niche if any but members of the
Suvellian Imperial House cross the
D: The Pantry. Smells faintly of threshold at the top of the stairs. As
rotting meat. Walls of the passage its first attack it will
to Area G show scratch marks, as if
G2 attempt to push the
something was desperately trying to largest character
not be forced through. down the stairs
D1: Three levers D3 toward Area C (extra
raise/lower the bars F1 bludgeoning
sealing areas D2, damage)
D3, and D4.
F2: Obser-
D2: 2-5 Firenewts, very D4 vation Gallery.
hungry for something The under-
other than rats. D1 side of the
D2 E1
D3: Empty save for Loftmantle
rat droppings. er
F2 can be
nd
wo observed from
D4: 2-5 Zombies,
this vantage (if
quite dry.
it is still there):
eyes, teeth,
A1: Stone bridge
A2 E
is
ll
ve C gas ports.
to the Entry Gate. su

A2: Raptor nest! B E: Ever-burning


Two adult raptors logs light the room. If
will attack. Amid logs are extinguished (difficult) or
the litter is an removed, E1 will attack. E1 is a
adventurer’s A1 Loftmantle. It furls its membranes and
C: Antechamber. Door to dives with advantage for first attack,
journal with
Area E is barred with a inflicting ongoing suffocation/bite
correct ball order
portcullis (Str. check to lift). damage. While attached, characters’
for Area B (in
Lintel above opening to attacks inflict half damage to victim,
code/ancient
B: Four colored spheres are perched Area F reads, “Hall of the half to Loftmantle. If it misses it will
language), as
above a stone bowl with a hole in the 10th Wonder” in ancient reinflate gas-bladder and rise back to
well as d4
bottom. Drop in three of them in the language. Faint smell of ceiling to attack again. If slain near
valuable/tasty
correct order (arbitrary) within 30 seconds smoke from Area E. open flame the gas-bladder explodes.
eggs.
or floor gives way. Door to Area C is
locked; correct sequence unlocks door. Steve Kilian http://creativecommons.org/licenses/by-sa/3.0
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Run Straight,

The 4x5 Dungeon or Roll d4 per


room
Room #
1 2 3 4

The classic 5-room dungeon randomed up. Wind whistles


through cavern,
Sandling: (as leather/
shield), surprise, slam
Deadfall (rope net of Dragon scales,
rocks), moderate scorched. Animated,
(words by Vance Atkins, original map by Dyson Logos) 1 almost language-like. damage, 10' diameter, flit away like moths.

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)

Background 1. Ruined Inn Magic Items


Lord fey, known as the Star Watcher, has Gremlin Silkwirl (KW 2) gives a fiery speech to Horde of Bookworms (HD 4) were hid in the Dream Wine — Drinker can recall the dreams and knowledge
recruit Animated cutlery (KW 3) to the locked tower. There are portals on the walls. To
disappeared. His former servants sparked a turn on a given portal, shadow from the magic of people, who were sacrifaced to make the wine.
revolution, and the dimension itself began to revolution organized under his rule. Dream Seal — User falls into sleep and can’t be woken up.
torch must be cast onto the name of the
seep into the mortal world. In the morning, chosen realm on the planar map. When in this state, he can freely journey through the astral
the heroes discover that the inn in which they 2. Cosmic Tree realm.
were staying accidentally fell into the magic Lore Seal — User can see all hidden messages and experience
realm. At the top of the tree lies the nest of Dragon 6. Crystal Palace lore that she is reading.
pigeons (HD 1+1) that shit fireballs. Lord statues that held his Seals. Horde of Astral Compass — User can shift to a random plane of
Factions & Encounters On the platforms, group of Half-Elves (HD 2) Bookworms (HD 4) float among the ruins. existance that he can see.
charmed by the scavenged Dream Seal hold a Hidden in the debris are Gemstones and Astral
1 – 2: (Horde) Bookworms (HD 4) — party, despite the objections of a drunk Compass. There’s a lake of night sky in the
Eldritch parasites that devour Treebeard (HD 5). centre, where other planes can be seen.
knowledge and minds. They
appeared in the Lord's library and 3. Shut-Down Scroll Factory
devoured seals and magic
contracts that kept him alive. They Gremlins gathered around the scroll-sewing
look for a way to appear in the machine to discuss who should lead the
mortal world and devour the revolution. Hobglin Cutfinger(HD 2), who
minds of its entire population. found the Lore Seal, rivals with mysterious ,
but commonly liked Gremlin Silkwirl (HD 2).
There is a gossip, that he is a runaway from
3 – 4: (2D6) Red witches (HD 3) — unknown realm destroyed by fae.
The Lord's officials and concubines There are bags with treasures robbed from the
who made him wine from the Crystal Palace (6).
humans, who broke their magic
pacts. They want to resurrect Star
Watcher by finding the Seals that 4. Bloody Winery
have survived the attack of
Bookworms. On the upper floor, Witches (KW 3) are making
wine from mortals put inside the enormous
wine press machine operated by Unseen
5 – 6: (4D6) Gremlins (HD 1) — The Servants.
Lord's rebellious, hairy servants. At the bottom, there are barrels of Dream Wine
They are trying to break free from and caged people, guarded by Imps (1 HD) from
the Witches' rule. They believe that two magic lamps on the walls.
the needs of magic realm can be
maintained without a Lord, thanks 5. Mushroom Library
to the sacrifices from (or of the…)
humans. Magic grimoires are hidden inside the crystal,
locked spheres. They are guarded by the
Witches (HD 3) and Shadows (HD 1) cast by a
huge magic torch. On the floor under it is an
engraved, planar map in the form of a "solar
clock".

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.

3 - Sphinx’s Toll 4 - Reverse Waterfall Pepatong


- Stone Bridge with a sphinx who - A stream that begins to flow up They/Them
will ask riddles of the people the hill, much like a waterfall but The fierce
- The sphinx quite enjoys their in the wrong direction. commander of
job guarding the bridge and is - Fish are leaping down the the bandit forces.
friendly. stream Will use fire traps
- They will charge 1 riddle per - A fisher is sitting on rock and a scorpion to
group as a toll. fishing into the upside-down lay an ambush.
- What has a bank but no money, a stream.
bed but never sleeps, a mouth but - Walking through the stream
never eats? A River. reverses gravity for the person Bruznel
- The group may pose their own for 10 minutes. He/Him
riddle and if the sphinx cannot - They can then walk along the A straightforward
answer then they may pass. forest canopy. and tough dwarf.
They will directly
5 - Vampire Brambles 6 - Crystal Grove assault the cart
- A collection of sharp thorny - The trees here reflect sunlight, with heavily
bushes that sport large bright red glittering like a kaleidoscope with armored troops.
grape like fruits. all the colours of the rainbow.
- If walking through or pushed - Anyone who touches a tree Krikkers
into the brambles characters take creates 1d4 doppelgangers of He/Him
1d4 damage. themselves and any attack has an Hunter of
- The fruit grows plumper after equal chance to hit one of them dangerous game
blood has been taken. as the real one. and large beasts.
- If eaten it tastes like copper and - Upon being hit the images Uses archery
heals the eater for 1d6 damage. disappear. from treetops
and traps.
7 - Burnt Grove
- A perfect circle of oak trees remain surrounded by ash. Kloddwamis
- Cheechak will attempt to bury a seed here in order to revitalize the She/Her
grove, it must be left undisturbed for 1 minute. A mushroom mage
- Druids used to listen to the rustling of the trees in order to predict using nature magic.
great disasters that would befall the forest. Will summon
mushroom golems
Neoth This work is licensed under a Creative Commons and tiny explosive
Games Attribution 4.0 International License mushrooms.
1. The Sword Entrance
KOLOSSUS
Words by: James Hutt, Brian Shutter
5. The Kolossus’s Head Room.
You enter the Kolossus through its gigantic hollow sword, In the center of the room are levers
Art by: Mustafa Bekir
climbing thousands of limestone stairs. Nearing the top, that operate the movement of the
you hear the pirates that have taken the statue hostage. Kolossus . Standing at these controls
They’ve spotted your ship is Argetis Delis, Pirate Prince, and
docked at the foot of the Captain of the Aquillo. Around his
Kolossus. “Pull it!”you neck is a massive gold key. As he
hear them shout, and you controls the Kolossus which points
hear the grinding of mas- towards the city you have a choice:
sive gears as the sword sneak up and steal the key from
you’ve been climbing Argetis or take it off his corpse. Be
lurches skyward. There’s careful, he is very skilled in the art
no going back now. of sword fighting and has killed many
You’re trapped in. for less.
2. The Chest Room 6. Cyclops Head Room
Entering the chest of the great body, you find it Chaos ensues as you rush
infested with pirates, crawling over every inch of a to the Cyclops Head. Loud
spiral staircase. It rises up the core of the construct banging and screeches can
around a massive screw - one that’s starting to spin. be heard from within its
No, that’s not right. It’s you that is spinning. The whole walls. Turning the key and
torso of the Kolossus is spinning, turning towards the kicking in the door you see
city! No! The great mirror-weapon in the Cyclops’ eye a massive gorilla torturing
must not be turned upon it! You fight up the staircase, a man tied to a chair next
cutting a path, until you reach the top. to the mirror-weapon
elaborate control panel.
3. The Clavicle Catwalk The man is bloodied and
At the top, you find bruised and on his last
a narrow junction breath, while the gorilla
hoisted precariously beats the last secret out
above the gears. of him. Armed with the
Down the catwalk knowledge of using this
to your left is the weapon, Monkeybones the
shoulder room and Gorilla, the Pirate Prince’s
to the right is the Pet-Bodyguard, takes aim
arm which holds at the city.
the cyclops head.
Straight ahead,
7. The Battle RAGES!
You rush to stop the behemoth simian as he
is well, the head, fires the first blazing hot ray into the city. Roll
which houses the statue’s rotation controls. The on the table to determine what part of the city
door you choose is blocked from behind, but this is destroyed.
poses no problem for an adventurer like yourself. As each section is blasted by the ray it is
As you go to clear the impediment, the door to instantly incinerated. Every turn as the beam
the head smashes open, pouring forth pirates charges up again it will destroy another
into section until either it is obliterated, the
the catwalk. You can hear the screams of battle ends, or nothing of the city
the captured lighthouse master being remains. Whichever comes first.
tortured from somewhere in the dis- Monkeybones is very tough. Sheer
tance. size and strength are on his side.
Once you finally are able to subdue the
4. A Battle Within The Shoulder Room
As the dust settles, the Kolossus stops abruptly with a great metal sound,180° from where it began enraged gorilla then you can tend to the
just minutes ago. You hear an authoritative yell from the head, “First Mate Canis, light them up!”, control panel and shut off the mirror-weapon.
and the door to the shoulder is blown open, revealing a hulking brute of a pirate behind a ballista. If anyone attempts to stop the hot ray first,
Wasting no time, they begin to hurl massive iron javelins which stick deeply into everything; into Monkeybones will grab them from behind and
the wall, into the dead pirates that litter the catwalk, and if you don’t move quickly, will surely try to choke them to death.
stick just as deeply into you. 1 Market

8. Victory Is Yours! 2 Temple


Monkeybones is no more trouble and the Cyclops Head has stopped torching the city. The remaining pirates, if any are still 3 Theatre
alive, flee to their ship hidden in the statue’s base and attempt to sail away. You can either right the Kolossus and fire a final 4 Bathhouse
scorching heat ray at the fleeing ship, and receive a reputation as merciless heros or let them flee and accept your reward 5 Senate Hall
instead as benevolent heroes. As a reward for dealing with the Mad Pirate Prince, you may choose a relic from the Senate’s
Vault of Wonders to claim for your own. 6 Necropolis
For ages now a decrepit greenhouse lies abandoned on land owned by the Cabirian Academy, the famed university of the seaside

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…

The Greenhouse Go down from G3 or G6 to:

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

scream if someone goes past - squealers.

Areas

G1. Tunnel: The tall grass hides piercing thorns.

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

you touch the robes.

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

Wackiness that catches fire if you say "Turbo Turbo".

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

steal anything and will pursue you if you do...

G6: 4 Cactus Blights & 2 Hanging Garden Blights.


Created in Dungeonscrawl with images by DaeDae
released under CC BY-SA 4.0.
G7: 4 Shrubbery Blights & 2 Pollen Blights whose spores make you sleepy. This One Page Dungeon is released under
Creative Commons: CC BY-SA 4.0.
G9: 2 Swarms of Bees. https://creativecommons.org/licenses/by-sa/4.0/
There Will Be Magic Written and illustrated by Tamas P. (2022) | https://creativecommons.org/licenses/by-sa/4.0/
Sir William was an old aristocrat who loved and supported wizardry through his life. Each HOW TO PLAY
year for his own birthday, he organized a great convention at his manor, where lovers of The building has three separate floors. The PCs start on the northeastern
magic – regardless of race, religion, or magic affiliation – were invited from all over the part of LEVEL 3 and must reach an exit on LEVEL 1 to leave the manor and
region to showcase their newly-learned spells and powers to the community. After avoid getting crushed by the collapsing building. As a GM, keep track of
William’s recent death due to old age, the wizard community called everyone together for the number of rooms the PCs visited (or revisited) throughout their
one last dazzling night to pay respect to their old benefactor. The PCs were possibly invited, escape, as this is going to affect the final encounter in room 19 or 20.
or maybe stumbled upon the manor, which sits on top of a hill, and is surrounded by a Locations that are on fire cannot be entered or crossed. If a creature walks
beautiful vineyard. After meeting with many different folks and drinking various spirits of into the fire, apply burning condition to it and deal fire damage equaling
questionable origin, the world suddenly went black… to 30% of that creature's maximum hit points.
The PCs awake to what sounds like a distant scream. They are in a dark room where the air It is highly recommended to improvise and create synergies with different
is hot, smoke is burning eyes and lungs, and the walls are shaking. Questions are popping items and NPCs to make the escape more dynamic.
into the drowsy heads, but there is no time to waste: they must hurry and leave this place Game elements: Hostile Creature, Non-hostile Creature, Loot, Dice
before it’s too late! Check, Floor Start , Floor Exit.

WHAT HAPPENED? LEVEL 3


[12.] A long and empty room with a Huge Painting on the
Two tipsy Efreets messed up the fireworks by accident,
opposite wall depicting a familiar but smoky room. If PCs
which was supposed to be the biggest bang of the night.
move towards the painting, the room stretches with
Following a few colorful explosions inside, a huge fire broke
them; it can only be reached by walking backwards.
out in the building. Attracted to the flames by magic, soon
Stepping through the picture leads to room 16.
Imps and Magmins appeared as well in the manor, and the
[13.] An old storage room stacked with furniture and a
unwanted guests quickly became fanatical adding fuel to rope in the middle. There is a mirror (Mimic)
the fire. As the building started to shake and the floors blocking the next door. Investigation DC (12):
shifted, chaos ensued: guests fled and teleported PCs’ faces are blurred in the the mirror.
themselves outside, while others enjoyed the hot [14.] There is a hot tub in the middle of the
situation… room, where a Human Mage (CN) and 2
ROOMS & LOCATIONS
[START] Two beds, an empty wardrobe and a desk. Merfolks (N) are giggling and drinking. They
[1.] The interior is an illusion: high grass, dense bushes, do not care about the fire and can teleport
sluggish creek and an open sky. There is a big cage where a themselves out if needed.
huge and angry Ape is being held captive. [15.] Upon entering, 2 visibly upset Magmins attack.
[2.] A work room with many bookshelves and an alchemist’s There is already a Big Hole in the floor; a rope is
table in the corner. Roll a d4 to get: 1 (Universal Solvent), 2 recommended to descend into room 16. If PCs jump
(Philter of Love), 3 (Potion of Frost Giant Strength), 4 (Oil of without support, take 1d10 fall damage on a failed
Sharpness). 2 silver candlesticks and 1 silver goblet on the LEVEL 2 Acrobatics DC (15).
worktable. [16.] There is a big hole in the ceiling, a painting on the
[3.] A balcony, where a younger-looking man and women western wall and a table where 2 Efreets (LE) are playing
(both Vampires (N)) are casually drinking and having a deep craps. Upon noticing the PCs, they invite them to stay a
conversation about sustainable blood-tapping, while waiting while and play. However, they tend to cheat and possibly
for the (already exploded) fireworks. become hostile if offended in any way. If PCs play, each
[4.] 3 Cultists (CE) and a sheep with legs bound is in the round adds +1 Flame Imp to the encounter in room 20.
room with lit candles and a pentagram painted in the middle. [17.] A dining room with two long tables, dozens of
Upon noticing the party, the animal starts to wiggle and baa empty chairs, cutlery and food scattered around the
[5.] A pantry full of fresh fruits, vegetables, bread and meat room. Sound of scuffle and panicking can be heard from
- it has everything for a lavish feast! room 20.
[6.] Tables, chairs, bones and 2 silver plates seems to be [18.] A library where books and scrolls are scattered all
slightly levitating in the middle of the room. The side of the over the floor. Each PCs have to do an Acrobatics DC (12)
rooms are squeaky clean (use Perception/Investigation DC to move around the room carefully. For each failed
(12)). Anyone stepping closer to the middle gets stuck and attempt, roll a d4 and apply: 1 (Reduce), 2 (Magic
attacked by a Gelatinous Cube. Missile), 3 (Anti-magic Field), 4 (Poison Mist). There is a
[7.] Stairs leading to LEVEL 2. slight breeze of fresh air in the room coming from a
[8.] Heavy smoke blurs the view. PCs hear snarky remarks secret tunnel behind the corner bookshelf (hidden door)
and giggling, then 3 Fire Imps attack out of nowhere. leading to room 19.
[9.] Furniture and a table with a golden hourglass on it. LEVEL 1 [19.] Wine cellar: there are a # of Goblins (NE) drunk
Perception DC (12) to see sand pouring upwards. The room trying to drain another barrel. The next stairs lead to a
has reversed-gravity; Acrobatics DC (12) to backyard exit behind the manor.
not take 1d6 damage from falling to the [20.] A corridor leading to the main exit. There is a Dwarf
ceiling. Mage (LG) at the entrance shouting and waving wildly to
[10.] The floor is divided into 5x5 black and the PCs. Suddenly, the doors from left and right are
white squares. In each corner, there is a swung open, and a # of Flame Imps swarm out of the
human-sized Black Knight Piece (treat as rooms attacking everyone in sight.
Warhorse). Stepping onto a square that can # = number of rooms (visited + revisited) divided by 2. If the
bereached by a knight (according to the rules of result is an odd number, round it up. Handle the monsters
chess) brings the figure(s) to life to attack the as mobs and feel free to involve additional NPCs in the
PCs. On the opposite doorway (leading to room encounter.
12), there is an inscription saying: “Sometimes
you need to go backward before you can move forward.” Dwarf outside: “Damn these pesky vermins! Not a year
[11.] Dark room full of dust and spiderwebs. A Giant Spider goes by without a commotion, but this one takes the
is nesting in the corner ready to attack the PCs if they get cake. Eh, don’t feel bad my friends, the old William
close to the Trapdoor leading to room 17. didn’t care much about this shed anyway…
Would you like some wine?”
Inspired by the first release of images from the James
Galaxy Quest! Webb Space Telescope.
Era
d
Con icate +
vert 🚨
Auction +💸
Study +⭐
Welcome aboard, captain! You have taken command of a to + (✔)
alien artifact


space cruiser and have made the very first intergalactic space
🚨 💸
relig
Disc io ng -lost 1
jump in human history. You now find yourself in the Helion ove n (✔) Discove r lo
r ne
Galaxy with just your ship, your wits, and your loyal crew. wa
lien Destroy +🚨

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How to play:

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to
6
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Research +💸
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+

Lose ⭐
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Supervirus outbreak
Win:
off one Time (🕓) resource box after each

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s
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: -💸

ic
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incid

Win: +⭐
mission is completed (regardless of outcome). and -

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(✔)
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an interest in you, and you must use all your skills to

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of each type (⭐, 🚨, 💸) to determine if you win or Pi ves ia liza

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● Easy: Start with 10⭐, 10🚨, 10💸, 25🕓

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● Medium: Start with 8⭐, 8🚨, 8💸, 20🕓 Easy →

m lis
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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.

When they opened their eyes, they found


themselves on a weird planet, ruled by
squirrels. They were soon noticed and
brought to the king of the planet. He
0 explained to them that they had to go into
1 a dungeon to either stay on the planet
as squirrels or go back to earth with no
memory of the planet, if they managed to
get out. Otherwise they would all die.

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.

Turkey-Platypus (3) A turkey-platypus with dangerously long nails awaits the


group in this room. One scratch robs you of half your health points, but the
turkey-platypus cannot scratch that easily, because his nails are really slim.

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.

[Note] This is a dungeon written by Lina (14), Hendrik


(12) and Joaquín (10) for the One Page Dungeon Contest
2022. After reading it, I told them that I thought
it was too linear, not giving the players too many
options. That it felt more like a film, not like a game.

I suggested a room, room 0, with a large machine looking


like a retro arcade, that would show low resolution
pictures of the four monsters and had four buttons and
could teleport the adventure party to the four rooms.
And maybe there could be some spray cans lying around.

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.

A tall hemlock has the name Maisry scratched


Hunck's Cabin This 5 foot (1.5 metre) square room has a spiral Carved on the east side of the shaft are the words
staircase leading down 10 feet (3 metres). On the "LET IT RAIN".
into the trunk three times. wood fence, garden, desk, ledger, lamp,
north wall hangs a full body otter skin suit and a If an intrepid party member
Three skeletons adorned in once-serviceable fireplace, stairs, archway, east door, rain
sconce holding a torch. dares to investigate the
leather are discovered underneath a fir tree. Cut spout
bottom, nothing short of
marks can be seen in the bones. There is a desk with a ledger containing guest The Slithers severe illness will be the
names. Some of the names are underlined. reward, along with a ring
While near the tree line surrounding the camp a
dark, bridge featuring a royal insignia. If
pair of eyes illuminated by the camp fire are To the north is an archway that leads to a kitchen
focused on a character. Any movement towards along with a staircase that leads up to the second At the bottom of the spiral staircase is a dug out the otter suit is worn the
them and they disappear and are replaced by the floor. The east wall has a closed door and to the chamber with a dirt bridge traversing the centre. sickness is diminished
west is a fireplace. There is no illumination in this chamber. If the considerably.

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.

1. 6 Corpse Soldiers stand guard here, clad in ancient, long depleted


power armor. They are armed with inoperable but highly advanced
firearms, and rusty but functional swords. They are not hostile to anyone not
trying to leave.
2. 2d6 Blind Bandits writhe on the floor, either in ecstasy or agony, in
the wreckage of this destroyed lab. A careful search might yield a valuable or
useful compound or drug.
3. A large room dominated by a huge, partially cracked glass cylinder.
Contained within is an angry, unnatural yellow inferno: the Three Fingered
Flame. Gazing upon risks one’s mental stability (see encounter #3 above). If
released, it will attack furiously; its attacks do no damage, but burns away
one's sense of self and willpower; those completely drained will be
possessed; they will act normally until they die, when the Flame will take
over their body.
The large door to the south is trapped; if it is opened without disabling the
mechanism it will seal the other doors in the room and release the captured
Flame.

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!

Øyvind Paulsen https://creativecommons.org/licenses/by-sa/4.0/


by: Zo Tchangov
https://creativecommons.org/licenses/by-sa/4.0/
1 The characters wake up in the middle of a pulsing red
symbol surrounded by impassable soaring towers of
coins. The symbol is a strong glyph of binding magically
etched into the floor ( / ).
A slightly cracked dim green crystal lies in the distance.
It is magical ( ) but it's power is fading little by little. It
can be scaled ( ) to gain a better view of the
surroundings: enormous spider webs to the west and
some sort of brown shapes beyond the wall of coins.
Time does not seem to pass nor do the characters feel
hunger or thirst. The inside of the chest seems to exist
in some kind of stasis ( ).
2 The massive spider webs spanning the entire corner of
the chest look abandoned but a handful of giant spiders
lie in wait ( ). When the characters approach either
the webs or the long edge of the book the spiders attack.
3 A colossal bottle lies shattered in the corner in a pool of
sickly green liquid that stretches across to the book. The
liquid seems still but occasionally it moves unnaturally
( ). It is possible to get around the liquid without
touching it by traversing the side of the book ( ) but it
is very difficult.
If anything touches the liquid waves rapidly converge
on the position and several elementals burst out.
Strange runes ebb in and out of the elementals and lash
out with magical energy. These are magical traps
absorbed from the adjacent book ( / ).
4 Two tribes of kobolds live in the boots and the only way
through is via a hole in the sole of the other boot; one
tribe talks to the god of the chest and the other protects
the word of said god. The tribes are extremely cautious
towards outsiders but can be convinced to let the
characters pass to meet with the other tribe ( ) and
even to meet their god ( ), but access to the word of
god will not be granted. The tribes harbor hostilities
towards each other which they are not shy to express
and they could be incited into a minor conflict ( ).
5 A weathered scroll lies in the corner slightly unfurled. It
easily identified as a powerful magical scroll ( / )
but it needs to be rolled open ( ) to read the spell ( ).
The spell contained within is obscure and clearly crafted
for a specific purpose ( ). It will dispel the spell
affecting the chest. Deciphering how to cast the spell
requires arcane knowledge ( ), convincing Krinnim to
help or a length of time.
6 Krinnim the Illusionist wanders around an imposing
satchel nested in the corner. He has been trapped here
for so long he has mostly lost his mind and just assumed
his role as a god to the kobold tribes. When Krinnim
spots the characters he quickly hides ( ), summons an
illusion of a great red dragon and addresses them as
Chylberrem, God of the Eternal Chest.
Convincing Krinnim to drop the act is difficult ( ) and
if any kobolds are about it is borderline impossible.
Getting him to remember how he created the chest and
how to break the spell is slightly easier but still requires
finesse ( ).
Krinnim is a powerful conjurer and illusionist who
prefers to hide and let his creatures fight for him. If
things are looking dire he will retreat into the satchel
cackling maniacally; the satchel contains a magical void
Conjured up by
Tatu Niittykangas ( / ) and Krinnim will suffocate after ten minutes.
CC BY-SA 4.0
Kill the GM!

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.

Josh Archer | https://creativecommons.org/licenses/by-sa/4.0/ | Formatted with Homebrewery


OPD
THE LIBRARIAN
The Librarian is terrifying to
behold. It is vaguely humanoid in
form, stands 8 feet tall and has ten
arms. Eight of its arms clutch tomes
that it uses its many eyes to read,
one arm is held delicately up to its
mouth a single finger quelling
There is an eldritch entity which guards the collective knowledge of the placed on its lips and a tenth
multiverse. Their true name is only spoken in hushed tones and in whispered arm clutches a library card.
bedtime stories. Referred to as “The Librarian”, they wield their

Created by Samantha Conklin & Andrew Walker // https://themadnesstable.buzzsprout.com // https://creativecommons.org/licenses/by-sa/4.0/


untold knowledge as power and use it to keep truth-seekers INCITING ACTION
at bay. But your adventurers have questions which require answers The Librarian holds a finger
only The Librarian can provide. And so they seek her out…Will they have up their lips, releasing a
what it takes or will they be taken out of circulation? delicate “shhh”. A cone
extending 60ft from the Librarian conjures
RUNNING THE ADVENTURE a silencing spell. The Librarian can never
truly be killed, but reducing her to 0 HP
The Library could be at the very ends of earth, buried deep beneath a will give those who best her the chance to
forgotten city or in any place practical for your campaign. receive truthful answers to any 3 questions. In
addition to basic attacks, The Librarian enacts
To reach the Restricted Section of the library and match wits with the 3 of the following tomes at random.
Librarian, the characters must find 4 check-out cards secreted away in the Psychology Today
tomes of the library. It is up to the GM’s discretion how many books are Psychic ray attack
pulled before a card is found. Pick or roll a 1d4 to determine what effect Blindness and the Darkness Within
occurs when the book is opened: 1) Boon 2) Impediment 3) Summoning Blinding dust and sand swirls around
4) Room-changing event. Once all the cards are brought to the checkout Crouching Rakshasa Hidden Bugbear
counter, characters are lowered into the Restricted Section. Chance to stun the target
Shields Throughout the Ages
The Librarian is an eldritch entity living alone for millenia within the confines Defensive field appears around a target
of her literary lair. In her default state, she is stealthy and aggressive toward all Zen and Airship Maintenance
who enter the Restricted Section. It is recommended to allow your players to briefly Slick grease covers the ground
explore The Restricted Section, catching glimpses of dark horror within her domain. Beast Conjuration as an Art Form
The Librarian can never truly be killed, but reducing her to 0 HP will give them enough time Beasts are summoned to fight for the Librarian
to ask a handful of questions.
THE RESTRICTED SECTION
LAW MEDICINE EXOTIC ZOOLOGY The Restricted Section is bursting with magical effects while your players battle the
The hard angles
and harder seats of
An herbalist’s dream
of a rainforest with a
A cozy log cabin overflowing
with taxidermied creatures.
Librarian: Players who get too close to the shelves are bit by snapping books; winged
this chamber are as vast expanse of flora. Books on the multiverse’s books fly close enough to do minimal damage and distract the players; the massive
inflexibles as the laws
contained within its
The ceiling seems
to be made of mist
most exotic zoological
creatures from Aberration
amount of knowledge in the room causes saves against psychic damage as the words
mainy texts. and fog. to ooZe. scream through the minds of your players; a blinding 20ft cloud of paper occasionally fills
the room.
Room-changing event: Two party Room-changing event: All creatures Summoning: An invisible stalker is now
members are compelled to duel in the room receive a long rest hunting the reader BOOK EFFECT EXAMPLES
ARCANA SELF-HELP CULINARY BOONS IMPEDIMENTS SUMMONING ROOM-CHANGING EVENT
An airy room lined This small dark room is Law: The reader’s speed Law: Party’s weapons become Law: 1d4 Suits of armor come Law: The walls of this room start to
Lead walls contain increases by 10 feet for the dull for 1hr to life close in on the party
a magical glow so with comfortable claustrophobic, holding only
strong even mundane leather chairs idle for a boiling cauldron at its duration of their stay in the Arcana: Party becomes Arcana: 1d4 cultists appear Arcana: All players are given 10 years
eyes can detect self reflection and center. The shelves which library. exhausted Medicine: 1d4 swarms of back on their lives, diseases are
the magic within. tomes meant to help line its walls hold jars of Arcana: All players learn a spell Medicine: Health potions no insects and 1d6 giant jungle removed
A hoarder’s trove you be the best you mystery ingredients and
you can be. recipe books lost to time. Medicine: Receive 1d4 health longer work creatures attack the party Medicine: Extremely sharp brambles
of antiques and potions Zoology: The party has an Zoology: 1d4 werewolves start rapidly growing everywhere
treasures abound.
Zoology:A friendly tiger insatiable hunger for meat appear Zoology: All party members are
Room-changing event: The gravity Room-changing event: Everyone re- Boon: A collection of recipes allowing the
in the room is reversed ceives a level in bard (or similar class) party to craft any potion appears Self-help: Reader becomes Self-help: A barbershop quartet polymorphed into horses for 1hr
Self-help: All party members confused and violent of gnomes are released from Self-help: All party members gain
A simple stone dais stands at the center of The dais slowly drops as the checkout counter of the library gain a level Culinary: Anyone who the pages and attack the party a level
the room, an altar rises from it with a lone descends into darkness. The air is chilled, quiet and filled with
rectangular slot in the center. A stamp lies nearby the scent of well made parchment. Endless shelves containing Culinary: All health potions are consumed ingredients in this Culinary: A violent cloud of Culinary: The floor is lava as the
which depicts the date for two weeks from now. magnificently preserved tomes fill your vision. The sounds of now twice as efficient room becomes violently ill and butcher’s knives appears cauldron comes to a roiling boil
slithering and fading footsteps seem to be around every corner. loses health
The Stone Bone Mound by Dan Sumption
Outside the village stands the Stone Bone Mound: a perfectly smooth grass-covered hill made of strange dark
stone speckled with mystery bones. Inside the hill is a labyrinth. Most folks avoid it. But Anthea Genn, an
obsessive collector of pebbles, has disappeared, and was last seen walking in the direction of the mound.
The mound has a diameter of around 750 The mound was once the tomb of tribal leader Gerd Theng.
feet, and the tunnel of the labyrinth is Gerd’s skull and prized possessions can still be found here,
around 50 feet wide and 25 feet high. The
walk to the centre of the labyrinth is around
3000 feet, taking about ten minutes at
3 buried in the walls. Each is worth 1,000 coins. The complete
set is worth 10,000 coins.

standard walking pace. An elongated humanoid skull. When anointed in blood,


it slowly tells Gerd’s autobiography.
Inside the labyrinth is an uncanny
stillness and silence, punctuated every An axe made of globular red flint, with a corroded
few minutes by localised gusts of
wind and the whispering of not- 2 8 7 4 copper handle. It always returns directly to the hand of
anyone who throws it.
quite-audible words. There are ten
inscriptions along the tunnel A white flint knife, used to part molecules
floor: A pestle & mortar of smooth, tactile, cool, black gneiss.
1: in, in, in Used to break apart atoms. .
ABC
2: destination in 9 A yellowed bone needle. When used with the pestle,

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

Section II. Trial Rules e in


which manifests whatever it writes. Whil
This dungeon centers around magic chalk face a sente nce writt en in magic chalk
(PCs) will
THE CLASSROOM, player characters deadly
sponding door. Each scenario is more
describing the scenario behind the corre onsh ip with her daug hter Jane.
t of Esmée’s relati
than the last, and represents an aspec
a more
a piece of magic chalk to bring about
The PCs will alter each sentence using letters, punctuation, or other marks
r and a mother.
e Professor) is an educato rio. They may do this by addin g
. Th agreeable scena rio
Es mé e Ga rdn er (a. k.a
low in her foot- corresponding door will open to the scena
(i.e. I becomes L ). After this, the
cta tio ns for her daughter, Jane, to fol it past each scena rio and throu gh the door back
She ha d big ex pe d, once old enough, as written. The PCs’ goal is to make
grade the PCs based on their creativity
and
pe cta tio ns we re too much for Jane an to THE CLASSROOM. The Professor will
steps. Su ch ex both of heart and
the r all alo ne . Esmée was left broken, problem-solving skills.
she lef t he r mo simulacrum of Jane, rules: (1) at least one change must be made
, (2)
clo sed do wn the school and created a The PCs must follow only a few simple
of mi nd . Sh e a series of trials to correct, and (3) noth ing can be erase d.
h she ha d ne ver left. She developed the sentence must remain grammatically
acting as tho ug lliant as her daugh- Z E I S F U L L O F P A
I N
c pro we ss, sea rching for a scholar as bri EX: T H E E N D L E S S M A
test aca de mi Esmée’s recent
ls ha ve ye t to be passed, especially since Descriptions of each scenario unaltered
can be found with the sentences below
THE
ter. Th e tria lace her Jane. s. It’s up to you
again… No one could rep will chan ge with the PCs’ alteration
ion s, bu t the n CLASSROOM. Note that scenarios anything!
dead ly ad dit alter the scenario, so be prepared for
(the GM) to decide how those changes
GM TIPS:
in THE CLASSROOM for the PCs to see.
THE CLASSROOM 1084 SQ FT THE PCS WILL SPEND much of their • A version of the rules should be written
time the amount of chalk or time!
here in the classroom, so it’s a great • Make this more challenging by limiting
FROM OUTSIDE, THIS SEEMS to be the place s with wide spaci ng, capital letters, and a basic,
for stor y details. Maybe include som • Write the scenario description ation ( “ I “ instead of “i” or “I”)
alter
only room. This classroom has two row e items sans-serif lettering to allow for more
s of from Jane’s youth, perhaps an old jour
desks, a few lockers, a closet, and a blac nal
k- or a “Student of the Month” wall tha This work is license
d
board at the front of the room. There t shows -SA 4.0
are exclusively pictures of Jane. This is also unde r CC BY
a THE LECTURE HALL
es/by-sa/4.0/
three doors on either side of the room mmons.org /licens
https://creativeco
and great place for some fun magic item
no windows. s. You lnerable
could even alter the room or its conten ll desk, made invu
ts ES MÉE SIT ATOP A ta her.
each time the PCs return. swarming around
by school supplies uses m ag ic to fight the
AC RU M O F JA NE
A SIMUL kboards
rites spells on blac
PCs while Esmée w
room.
f.4 f.1 rolling around the which
L AROUND the room
CHALK FLOATS AL
r Esmée’s spells.
f.2
can be used to alte
f.5
Battle
NS ID ER A M UL TI -PHASE FIGHT (1) vul-
CO spells. (2) Jane is in
hi le Es m ée w rites
f.3 Jane w summons
other while Esmée ells
nerable with her m st ro ng er than befoSrep IF THE B
ns . (3 ) Ja ne re tu rn s,
m in io D, YOU ARE DESKS END YO
UR AP PR OA CH apes ma
spells IF YOU ARE BA
while Esmée writes 5 (Several desks form a wall) run film
is banished for
OUT (a PC
1 clownin
one round) LKING TO (A make th
TIME FOR A TA ychically
IN TH E AI R (every- d repr im an d ps
hipsters
IN K
co mp let ely 6 lou
)
2 body’s vision is harms each PC what th
895 SQ FT obscured) OUR DESK
ry on e JANE COME TO in Es mé e’s downto
(Eve with
OOPS! ALL JANE one 7 (Jane teleports ice crea
THE GARDNER LEC- 3 turns sintwho oJanise,whnoo)
field)
invulnerability to sum
rfect know THE FUTURE
TURE HALL is a pe T HI T
LK ONE BIT, GE enever 8 (General buff to
JANE CAN SEE
all rolls Jan e squirre
es of gentrifi
venue for lectur
TA
e damage wh makes)
4 (PCs takk) create
u
all sorts, whether yo they tal go es :
tai l. Do not mi ss this! Ok, here eck mid-li
T de ces ch
, pr ea ch - is an IMPORTAN r any circumstan conve
are teaching No te: Th is er NE VE R un de Es mé e
r ever ever ev That is where
PCs should neve elf from the top in the closet. spell-
ing. ird sh chalk spells.
SERVER ROOM: Towers filled with EXECUTIVE OFFICE: A large,
rapidly blinking lights. expensive hardwood desk juxtaposed
▶ Uncomfortably warm. against cheap, gaudy carpeting.
▶! Houses the source code of the ▶ Door is locked.
Host. ▶ Room is utilitarian.
> If the Host’s physical form
ungeon > Frames with stock images.
p o r a t e horrorsh dDomanski is destroyed, it will reform ▶ On the desk is a small laptop
r
A co ng & Design: J o here after 1d6 turns. computer.
Writi > The hardlock key is in a
drawer of the desk.
The Digital Transformation department is typically a hive of activity. But VR ROOM: LED video walls, missing ▶ Several file cabinets in the
something is different. Its occupants are gone, vanished into thin air. The panels reveal clusters of wire. corner.
only clue to their disappearance lies in a power surge that cascaded through ▶ Thick cords hang from the > Contain little to nothing.
the building, shorting out critical systems. ceiling, ending in goggle-like Seemingly there for show.
A hardlock key is needed to reboot the building’s systems. It is reportedly in headsets. ▶! The Host is here, directly
the hands of Lance Gridlock, who was last seen somewhere within these offices. ▶! Putting a headset on will interfacing with the computer
bombarded the user with vivid on the desk.
WHAT’S REALLY GOING ON? WHY ARE YOU HERE? flashes of memories as Echos try
and inhabit their body.
Through a clever phishing scheme, a 1. Investigators on the case.
sentient computer virus wormed it’s 2. Interns, sent to “solve the
way into the department’s servers. problem” and fetch the key. ARCHIVE: Neat rows CUBE FARM: Several sets of ENCLAVE: A
In a bid to increase its processing 3. Stumbled in, unaware of the of shelves, filled cubicles, neatly aligned in tightly knit
abilities, the virus lashed out from potential dangers. with all manner of regular rows. space, big
infected hardware, digitizing and 4. Corporate espionage, sent to analogue media. ▶ Desks filled with precarious enough for only
assimilating the entire department steal the department’s secrets. ▶ Door is locked. towers of paperwork, hard a few people.
and disrupting services throughout 5. Recovering the computer virus. ▶ Shelves contain drives, and physical media. ▶ A small
the building. 6. Technical support, third party VHS tapes, film table, a
contractors. > Vinyl records, VHS tapes,
reels, CDs, books, film reels, few chairs,
vinyl records, paintings. and video
WHAT’S Here with you? books, cassette ▶ Several computer monitors conference
ECHOS: Garbled manifestations of HOST: The body of Lance Gridlock, tapes, etc. strobe in irregular equipment.
those assimilated by the virus. infected by the computer virus. An ▶ In the back lies patterns. ▶ The room is
Humanoid shaped holographic forms amalgamation of man and technology. a large desk ▶! 3 Echos sit at their former sound-
lashing out with the pain felt covered in an desks. proof,
Goal: Manually spread the virus to array of tech, silent
during their last moments. mainframes and data centers MOMENTS:
▶ A faded facsimile of their some dating back enough to
protected by firewalls. decades. 1. A crackle of electricity. hear a
former selves, Echos will
attempt to continue their Abilities: > Includes 2. An Echo forms, rapidly heartbeat.
previous task, but with vocal ▶ Denial of Service: disrupts the various rushing to complete a ▶! Upon entry,
discontent. action of a target. methods of task. the door
▶! If provoked, the Echos attack, ▶ Evolutionary Algorithm: predicts converting 3. The Host bursts from the shuts,
flooding their victims with PC’s next move by analyzing analogue Executive Office and locking
harsh memories. their previous. media to circles the Cube Farm. from the
digital. 4. A stack of previously outside.
▶! If the room is stable items collapses.
As You Enter RECEPTION: Cream colored COPY ROOM: Boxes filled explored, the
Sulfur colored walls and a tacky carpet with reams of paper magnetic tape of
emergency lights that muffles footsteps. surround a bulky “All-in- the physical
cast long shadows ▶ Large wooden desk, One” printer. media that line BREAK ROOM: A
in the lifeless unoccupied. ▶ A harsh, grinding sound the shelves lone round table
space. A draft of > Computer monitor emanates from the unspools into a surrounded by
uncomfortably that flickers at printer, as it tries to tangle, intent uncomfortable
cold air rustles uneven intervals. force out a jammed on strangling plastic chairs.
a scattering of > A key. Opens the sheet of paper. the PCs. ▶ Two flickering
loose papers supply closet, vending machines.
against the Archive, and > Items clunk into
backdrop of a Executive Office. EMERGENCY ROUTE the pick-up box with
faint hum. A ▶ Three uncomfortably every flicker.
palpable static squishy chairs form a ▶ A dated refrigerator.
electricity in small waiting area. CONFERENCE ROOM: Light cast from a projector reveals a > Contents are still cold.
the air raises > Flanked by short dozen uncomfortable office chairs set around a oval ▶ Cheap wooden cabinetry.
hair from skin, stacks of wooden table. > Filled with disposable
discharging on outdated trade ▶ The projection is broken and flashing, but plates, utensils, cups,
any contact with magazines. muffled, droning whispers can be heard from blown and various condiments.
metal. Despite ▶ Locked closet door. out speakers.
the emptiness, ▶! An Echo sits at the table,
> Contains a small > “New and exciting” techniques about cleaning staring longingly at a spilled
the feeling of hoard of office film reels to maintain quality when scanning
occupation lunch.
supplies. to digital formats.
persists.
http://creativecommons.org/licenses/by-sa/4.0
The Lost Wonder 12. Deadly flowers - easy climb, but the wall is
covered in flowers whose smell induces
hallucinations that result in serious risk of
Marcin Łączyński / dreamrealm.itch.io
falling. 18
Introduction 13. Cave of the Keeper - a place where Kiara, the
Your party gets hired by a group of monks
old monk guarding the sanctuary, lived. 17
worshiping the Sun Goddess to investigate the Drack killed her a few weeks ago. The
entrance is visible as a cave from the bottom
apparent profanation of her sanctuary. The
of the waterfall.
scholars consider this place to be a wonder of
nature, and its location is disclosed only to the 14. Keeper's room - small bedroll, some
most trusted servants of the goddess. The players
supplies, climbing equipment, and 16
must inspect the site and, if possible, reverse the
instruction on attaching and adjusting the 23 15
shield (it requires extreme strength and
desacration.
climbing equipment). 19
Sanctuary 15. Upper solar obelisk - used to create the
After three days of travel through dense forest, the rainbow in the Sanctuary. A hammer and
party arrives at the bottom of a waterfall in a chisel lie beside it.
16. Statue of the Goddess - holy site of the
22
remote valley. The statue of the Goddess atop the
waterfall is somehow damaged but extremely Sanctuary. The Goddess can only hear and
hard to reach. The climbing begins. react to prayers when her shield is attached
1. Lower solar obelisk - an obelisk made of correctly and positioned to send a sunbeam 20
solar crystal. When the statue is complete, down the waterfall. Currently, someone
the sunbeam from the upper obelisk reaches broke the connection. 14
the lower one creating a beautiful rainbow. 17. Drack Encampment - a camp of a wizard, with
2. Rare flowers - flowers that could be used to several magic scrolls, an alchemical
create a healing potion (it takes around 2 laboratory, and a journal revealing a plot to 21
hours to make one potion from them). prove the faith in the Goddess is fake by
3. Fey grove - an eerily silent grove. When destroying her Sanctuary. The wizard plans
9 13
someone investigates the trees, they find to sever the connection with the Goddess,
humiliate her priests and monks and then
4.
several bodies of tiny fey burnt to ashes.
Urn of Sepharion - a prayer here gives incite a mob to plunder her temples. The 8
journal mentions a secret entrance to the
players a vision of an angry burning man
shouting at them (the man is Drack). If Sanctuary (location 18). 12
broken, the urn reveals jewelry worth 18. Secret passage - poorly hidden entrance to
around 100 gold pieces and gives bad luck to the underground of the Sanctuary. 7
the person who broke it. 19. Armory - a room with a weapon rack (holy 10
5. Shaky ladder - risky climb, falling rocks. quarterstaff, blessed mace, magical shield).
6. Carnivorous plant - guardian of the 20. Drack - a room where Drack conducts his
experiment. He will try to convince the
sanctuary, attacks on sight.
players that the Goddess worship is fake, and
6
7. Statue of Saratos - a statue of a legendary
priest. Touching the statue gives players a the attack on her temples could be profitable 11
vision of a solar beam reflected by the for him and the party. If players refuse, he
casts protective spells upon himself, and
8.
statue's shield.
Spider-infested tree - easy climb, four giant instantly two fire elementals appear between 1
him and the party. If players still refuse, the
9.
spiders wait for travelers.
Talking statues - two statues that whisper wizard attacks and fights to the death. 5
21. Lower entrance - secret entrance to the
praise to the Goddess.
10. Harpies nest - three old and very aggressive
Sanctuary underground (extremely hard to 2 4
find when looking from outside).
harpies guard the passage to the upper
22. Fire trap - a magical trap that releases a
3
sanctuary. The partially eaten body of
magical explosion upon entry.
Drack's mercenary (chainmail, sword,
23. Gate to the plane of Fire - a portal to the plane
helmet) lies beside the nest.
of Fire, that allows the travel to the domain of
11. Broken shield - a polished shield weighing
the Goddess (only opens when the Sanctuary
over 300 lbs that fell from the statue. If
is active and the sunbeams create the
properly attached, it sends a solar beam
rainbow).
through both obelisks to form a blessed
The quest ends when players repair the statue or
rainbow on the bottom of the waterfall.
join Drack in his plot against the temple.

Published under: CC BY-SA 4.0 https://creativecommons.org/licenses/by-sa/4.0/


Maps made with Dungeondraft,
The Sylvan Woods using default assets.

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.

3M: This clearing is split


in half by a rock outcropping.
A pack of wolves rest here, nursing
their young. They will get very aggressive toward
anyone they perceive as a threat passing.
4M: A massive tree stands in the middle of this clearing.
On it, the Large Beehive is located, taking up most of its
branches. The honey produced here is said to have magical 6M: A fountain with a unicorn statue on the top, is located
properties (most likely healing, however you may decide on here. The water is murky, green, and poisonous. Any attempts to
a different effect). purify the water fail, as it immediately reverts to is tainted form. On
the fountain is a plaque that reads: “To those who seek to cross the
planes, take this coin and meet me here on the other side”. On the
fountain’s bottom is a golden coin, with a unicorn’s head engraved on
each side.

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.

2F: A signpost points further down the path. On it is enchanted


text that reads: “Fairy village”, which explodes when read out
loud. The signpost does not get damaged.
3F: An outcropping, like the one in 3m, is here.
A pack of blink dogs lurks here, preying on
passers-by. After tossing the coin from
6M in the pool and purifying
v4F: The branches of the massive tree on this side house the water, the unicorn will
the Fairy Village. Unless the players are hostile to walk out from behind the
them, they will explain that the guardian of this forest, short waterfall of springing
a unicorn, has stopped appearing after the water of its water.
It will (telepathically) thank the players for cleaning its spring
spring was tainted by evil magic. Regardless of the players’ stance, they
and will task them with ridding the forest of the hag (unless
will also reveal the magical properties of the honey from the Large
Beehive but will give the players false instructions on how to get it that has already happened).
Then, it will ask them to meet it “in the area where they entered this forest, but on this
safely.
side” (meaning 1F). When they meet there, it will instruct them to follow it, and it will
. dash south, off the path, leading the players out of the forest, and then disappear.
https://creativecommons.org/licenses/by-sa/4.0/ John Markousis, giannisxkapoios@gmail.com
CRAWLING RUINS OF
The Facility: Polished marble tiles from floor to ceiling glow faintly with each area
having its own hue. This ancient facility is deathly quiet, yet strangely clean of dust
and debris. LOCKED DOORS separate each major area and require a series of
THE LOST HERETICS coloured ORBS to open. A hulking mechanical humanoid GUARDIAN patrols the
facility. It is an INDESTRUCTIBLE KILLING MACHINE that will stalk the adventurers (or
other creatures) if aware of their presence. Running, hiding, trapping it, or delaying
A lost cave in the mountains holds the prison of the it are the only ways to survive its deadly onslaught. There is a 1 IN 6 CHANCE that
FOUR GRAND HERETICS, HELD IN STASIS UNTIL THE END the Guardian appears when entering a new room. If escaped from it is out of play
OF TIME TO BE JUDGED BY THE ONE TRUE GOD. Only a for 1d4 ROOMS before returning to its regular patrol.
single GUARDIAN remains, patrolling the crumbling
halls and watching over the heretics and the VAULT Blue: (B1) Entry corridor with gilded warrior statues. Shoot PARALYZING BEAMS at
holding the evidence against them. escaping heretics. (B2) Overseers office. Strange ancient artifacts and the BLUE
B1 ORB. (B3) Judges chamber. Three GEM ENCRUSTED statues of stern holy judges
stand in alcoves.
O1
Orange: (O1) A simple storage room. Each adventurer can find
one useful mundane item. (O2) A SECRET DOOR hides an office
with the ORANGE ORB. (O3) Secondary entrance way leads to
narrow mountainside pass. (O4) Library containing valuable
B ancient knowledge. 10% CHANCE to find a map of the facility.
A (O5) Some sort of living quarters with strange mementos of
the ancient people who built this place.
03 B3 B2
Purple: (P1) Security Room. Eight pillars with mechanical eyes scan for
O2 intruders and ALERT THE GUARDIAN. Huge sinkhole leads to THE GREAT
NEST. The PURPLE ORB plinth can be seen in the hole but no orb is present.
(P2) The Vault containing the Heretics treasures as evidence of their crimes.
Requires all five ORBS to access.
O5
Yellow: (Y1) More guardian statues (see B1). A SECRET DOOR between the statues bypasses
locked door ahead. (Y2) 3 IN 6 CHANCE the guardian is standing in a recharging chamber
O4 P1 here, dormant for one turn. YELLOW ORB is on a plinth directly in front of it. Parts of the
floor here have collapsed into the RIVER CAVE below.
P2 Red: (R1) Stasis Chamber of the four heretics, each a shadowy figure encased in glowing
crystal. (R2) Stasis Control. Machines monitor status next to controls to release each
heretic. (R3) Reactor Room South. Strange thrumming machines. Glass tube with flowing
plasma follows ceiling to (R4) Reactor Room North. Disrupting the reactor or tube causes
FACILITY SELF DESTRUCT SEQUENCE to begin! (R5) The RED ORB sits on a plinth. This room
has baffling depicting the crimes of the heretics.
R4 Caves and Tunnels: A twisting warren of insect chewed tunnels, carved with no regard to humanoid
dimensions. Lightless, confusing, slick with bizarre secretions. Over endless millennia subterranean
creatures have burrowed around and into the facility. THERE IS A 50% CHANCE THAT THE TUNNELS BREAK
Y1 THROUGH WHERE THE MAPS MEET. The GUARDIAN seems to ignore these caves and will not follow any
creature into them, providing a safe haven of sorts.
R5
A) Fisher Cave: HEAVILY ARMOURED CRUSTACEANS dangle sticky filaments from above, pulling those
entangled up to feast upon. 25% CHANCE to find loot from devoured adventurers per fisher lair.

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.

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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.

Arcane Ripple Description


Crimson Crystal on this island, the player’s must
align the spinning contraption spyglasses on d¹⁰ Source
1-2 White Crystals Explode into a Swarm of Crystal Birds, attacking the
the appropriate runes to imbue the empty
players.
Crimson Crystal with energy. The blue spyglass 3-4 Green Crystals Vines to loosen the earth creating Difficult Terrain.
lens is broken, Island 5 contains a replacement. Vines attack and try to grapple the players.
4.) The Alluring Pool: A pool filled with 5-6 Violet Crystals A deep hum emanates from the crystals, stealing
crystallized bones rests in the center of this the players' voice. Destroying a Violet Crystal (2
island. Any living creature that touches the hits) reverses this effect.
waters are filled with thoughts of confusion 7-8 Yellow Crystals Lightning arcs between the crystals, damaging &
and will wish to stay in the waters to become deafening players caught in the web of arcs.
one with the crystal. 9 Current Island Fog obscuring the players' vision on the island; a
nightmare emerges from the darkness and attacks.
10 Current Island A mirage of a Great Serpent Tail materializes and
attacks.

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