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Dungeon Crawl Adventure

Short 2 hour DCC session...

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Steve Brute
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0% found this document useful (0 votes)
142 views1 page

Dungeon Crawl Adventure

Short 2 hour DCC session...

Uploaded by

Steve Brute
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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Area 1-1: Well of the Worm Area 1-6: Shrine of the Mother Area 1-8: Lair of the Worm

A sour, rotting stench wafts up from below, stinging A horrifying bas-relief dominates this room, nearly Shelves are cut into the rocky walls; all are cluttered
your lungs. The dark well and its crude rock wall are covering the eastern wall. The image depicts a with cobwebbed skulls and dusty jars filled with
both stained a vile shade of olive green. You have horned, demonic visage, frozen in a scream, its pale, preserved worms.
heard tales of armies poisoning wells with corpses curling tongue thrust out into the room. The mouth Flickering oil lamps light the room, casting the gate
and worse. Peering down into the silent darkness, is an open hole, the tongue a chute. As you watch a and worm-thing in a macabre red light.
those tales seem very real. tiny worm falls from the devil-maw and wriggles its Sensing you, the worm turns and moans in hunger.
• 1d4 War-Worms each PC in the well. DC 10 REF,
way down the chute. The wet, loathsome sound is as familiar as it is
or fall off rope. 1d3 DMG per 10ft fall.
A pile of treasure is collected on a dais before the alien, like the mournful calling of the autumn stars.
• Dagger "Vermys" buried in the well, drip poison
demon wall. • Mother, war-worm queen: Init -2; Atk acid spray
3 times day/+1 DMG. • Treasure: gp, 203 sp, 47 cp, a mithral longsword,
-2 ranged (1d6); AC 14; HD 2d8+8;
Area 1-2: Holding Chamber and three potions of heal-ing that cure 1 Hit Die of
hp 18; MV 10’; Act 1d20; SP acid spray, infravision
The narrow corridor opens into a wide, muddy cave damage each.
60’; SV Fort +4, Ref -2, Will +3; AL C
notched with small alcoves. The walls of the cave • Solom & 2 War-Worm Zombies attack party if
• Treasure: 71 sp, Gold Drunk Dwarf Figure
approach the demon head.
glisten wetly in the dim light, and the smell of (50gp), 10 Silver Spears, Spider Climb Spell Scroll
• Solom Quor, twisted human wizard: Init -1; Atk
• Led brings the PCs to an inn, the PCs are rotting meat is very strong here. (-4 spell check).
short sword +1 melee (1d6) or cross-bow +0
• Walls are Wet/Sticky. Dead villagers encased in Area 1-8A: Blind Fury
awakened by shouts! A prominent family has been ranged (1d6) or spell; AC 12 (leather); HD 5d4+8;
walls. 3 are "War-Worm Zombies".
found murdered in their beds. All are drained of hp 22; MV 20’; Act 1d20 + 1d14; SV Fort +4, Ref
•Trap Door to Area 1-3. DC 15 INT check to find
blood. The sole survivor is a terrified young girl who +1, Will +4; AL C. Spells (Spell Check +6): Charm End of the Adventure
under Mucus. Fall through for 1d4-1 DMG if not
claims that her family was killed by worms that fl ed person (p. 131;
noticed, DC 15 REF for no DMG. You return to the surface as the dawn breaks. Led
towards an abandoned well outside of town. aura of decay [food] mercurial effect), spider climb
Area 1-3: Hall of the Fallen meets you leaning against his van. "Where ya been!?
(p. 156; worms of the earth mercurial effect),
A trickle of muddy water runs down the center of the We got some adventuring to do my guys!"
knock (p. 175), and phantasm (p. 187).
nar-row cave. Rusted weapons and bits of armor are You hop back in the van and he drives off to your
Area 1-6A: Ambush!
buried in the walls. next adventure...
Area 1-7: Stockade of the Feral
• Weapons & Armor covered on Walls. Too dull
Area 1-7A: Lost Lake
and Rusty.
•Weak floor. DC 15 REF or fall into Area 1-5. Area 1-7B: Cage Doors
War-Worm Zombie:
War-worm zombie: Init -1; Atk slam +1 melee
Area 1-4: Storeroom
(1d4); AC 9; HD 3d6; hp 10; MV 20’; Act 1d20; SP
The muddy chamber is filled with rotting crates,
un-dead traits, acid gout; SV Fort +0, Ref -1, Will
barrels and open casks. Dark mold covers nearly all
+3; AL C.
Grave Rats:
Grave rats: Init +3; Atk bite +2 melee (1d4 the wood in the room, making the chamber seem

plus disease); AC 12; HD 1d6; hp 4; MV 30’; much darker than it should. A slow stream of mucus
Act 1d20; SP disease (DC 7 Fort save or 1d3 drips from the ceiling, pooling on the floor.
Strength or Stamina damage per day for 1d5 days; • DC 10 Luck Check discover: (1d5)

this damage heals normally after disease passes); 1) Short-Sword; 2) Spear; 3) Dagger; 4) Polearm;

SV Fort +3, Ref +5, Will +3; AL N. 5) Longsword.


• DC 14 Luck to find portcullis lever. Fail, take on
Fist-sized Spiders:
Fist-sized spider: Init +3; Atk bite +3 melee (1 War-Worm-Zombie Hero:
plus poison); AC 15; HD 1d3; hp 2; MV 20’ or Init +0; Atk slam +4 melee (1d6+3); AC 12; HD
climb 10’; Act 1d20; SP poison, sense vibrations 4d10; hp 20; MV 30’; Act 1d20; SP un-dead, acid
40’; SV Fort +2, Ref +3, Will +0; AL N. gout; SV Fort +2, Ref +2, Will +5; AL C.
• Portcullis is rusted and easily bendable.
Channel Viper:
Charnel viper: Init +3; Atk bite +4 melee
Area 1-5: Worm Pits
(1d3 plus poison); AC 13; HD 2d6; hp 6; MV 20’ or
A moldy, wooden ladder descends to a narrow stone
climb 20’ or swim 20’; Act 1d20; SP poison, scent;
catwalk that skirts three dark pits. The air is thick
SV Fort +3, Ref +6, Will +1; AL N.
with the stink of stale blood and a droning chatter.
War-Worm:
War-worm: Init +1; Atk bite +1 melee • DC 10 REF to stay balanced or fall into 3ft pit.
(1d3); AC 13; HD 1d5; hp 3; MV 20’ or burrow 10’; 30 War-Worms in the pit.
Act 1d20; SP blood drain, infest; SV Fort +1, Ref
+1, Will +2; AL C.

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