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Summers End

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Bo Stevens
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0% found this document useful (0 votes)
512 views15 pages

Summers End

Uploaded by

Bo Stevens
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
You are on page 1/ 15

This is a collection of one-page adventures.

Originally
created for my Patreon supporters, they have been
revised and expanded for this print release. Due to the
one-page format, they are not as fleshed-out as typical
RPG adventures, but most experienced GMs should be
able to run them with minimal preparation.
Six of them are “six-mile adventure hexes”, designed to
be dropped into a hexcrawl when you need a region
packed with encounters and content. The other six
. adventures are dungeons which can be scattered around Writing and Maps: Ben Milton
most fantasy worlds, although (as with the hexes) you Cover: DC Stow
may need to tweak some of the flavor to better fit with
your campaign.
The stats and game mechanics, where present, are
intended for my Knave 2e RPG, but are easily
compatible with most traditional fantasy RPGs such as
Basic/Expert D&D, Old-School Essentials, and the like.

Copyright © 2024 Ben Milton and Questing Beast LLC


Printed in the USA
Published by Jacob Hurst & Swordfish Islands LLC
San Antonio, TX
2 1
The Tower Dolorous: A watchtower Encounters: There is a 2-in-6 chance of
originally used to broadcast news of a having an encounter every time you move
king’s death via a magical horn. Now between locations.
crumbling and ruinous, the tower has been 1. d6 bandits: AC 13, HP 4, LVL 1, ATK
occupied by a giant who has stolen the crossbow (d6), MOV 40’, MRL 7
Saint Festus’ Tomb: A standing horn, which may causes avalanches when 2. d6 alchemists: AC 11, HP 4, LVL 1, ATK
stone engraved with Festus’ last blown (once per day). The avalanche only bomb (d8), MOV 40’, MRL 7
Tree of Swords: A huge tree with moments: fighting a giant serpent affects the section of the mountain the on 3. d6 rangers: AC 13, HP 4, LVL 1, ATK
hundreds of knives and swords as he is engulfed in vines and which it is blown. Below the snowline it spear (d6), MOV 40’, MRL 7
stuck into it. The sword with the flowers. In the background of the has a 50% chance, above the snowline, 4. Giant: AC 15, HP 32, LVL 8, ATK
blossoming hilt is the Sword of image is a waterfall. 100% chance. The giant has never blown boulder (3d6), MOV 40’, MRL 8
Saint Festus. If a sword is pulled the horn, he just likes the way it looks. 5. Lost merchant caravan
at random, there is a 1-in-6 chance 6. Bear: AC 14, HP 20, LVL 5, ATK 2 claws
of it being magic: (d8) and 1 bite (d8), MOV 40’, MRL 9
1. Sword of Saint Festus
2. Only hurts ghosts Encounter activities:
3. Makes wielder beautiful 1. Fighting with (roll on encounter table)
4. Glows colors reflecting the 2. Negotiation with (roll on encounter table)
wielder’s emotions 3. Resting
5. Traps the souls of those 4. Scavenging/Hunting
slain by it 5. Laboring/Building
6. Makes nearby bears 6. Fleeing from (roll on encounter table)
friendly

Grove of the Summer Worm: A


golden serpent of giant size is sleeping
in a hedge of brambles, guarded by two
thorn elementals. There is a waterfall
nearby. If woken, the worm will be
Ranger Camp: 15 rangers cowed by Saint Festus’ Sword and will
prowl the wilds. The are at war obey the holder. Lacking the sword, the
with the bandits. They fight worm will regard intruders as meals.
primarily with crossbows and Thorn Elemental: AC 15, HP 20, LVL
strike from cover. Leader: 5, ATK 2 fists (2d6), MOV 20’, MRL 9.
Theogrin, AC 13, HP 16, LVL Alchemist Camp: A splinter group of bandits Summer Worm: AC 20, HP 40, LVL
4, ATK crossbow (d6), MOV Bandit Camp: A fortified who have broken away to form their own 10, ATK summer wind (90’ cone, save
40’, MRL 10. encampment with 20 bandits, at faction. In combat, the 8 alchemists throw or be tangled by vines) or 2 claws (1d8)
war with the alchemist camp and bombs and drink potions to enhance their and 1 bite (4d8), MOV 30’, MRL 10.
the rangers. All of the bandits have abilities. Leader: Vemina, AC 11, HP 12, LVL
horses and fight with spears. 3, ATK bomb (d8), MOV 40’, MRL 9.
Leader: Robelo, AC 13, HP 20, 1. Bear form potion
LVL 5, ATK spear (d6), MOV 40’, 2. Invisibility potion
MRL 9. 3. Flaming skin potion
4. Command trees potion
2 5. Super strength potion 3
6. Fog cloud potion
Encounters Crow Lake: Crow lake sits at the end of three rivers, and features a large number
1. 2d6 bandits (if in the forest) of lily pads clustered near its center, which is odd considering how deep the lake is.
2. The Lepidocracy At the roots of the lily pads sleeps the Lily Queen, a minor primeval deity
3. The Gelatinous King (if at worshiped in a perfunctory manner by the villagers of River’s End. Her primary job
night) is distributing magic swords to aspiring high kings, but the nation has been an
4. 2d6 soldiers looking for aristocracy for centuries. Her last sentient sword, Evensong, is itching for glory
peasants to shake down (if and power.
during the day)
5. A traveling merchant If the villagers of River’s End are driven away or killed, the Lily Queen will rise
6. 2d6 wolves from the waters and seek to smite those who threatened her worshipers. She cannot
travel outside the hex but within her domain she moves with terrifying swiftness.
Abandoned Wizard Tower: The tower can only be
reached by a mostly-overgrown path. It has recently
been taken over by the Lepidocracy, a spider- The Giant Cairns: These large hills
shaped construct made entirely out of sentient are rumored to be the tombs of giants.
magical swords. It has been stealing all of the This is entirely accurate. Digging a
swords in the region (it can be move silently good 10 feet down into a hill will reveal
when it wants to), and “awakening” them the domed shell of a cairn. Breaking
in the tower to add to its strength. It is through the massive stone slabs will
in the area because it heard rumors reveal a cavernous space occupied by
of a giant’s sword buried in one a 25-foot skeleton and chests full
of the cairns to the east. All of riches. No one in the village
swords get to vote in major believes these stories.
decisions, but in
desperate times a A week ago, a living
dictator may be elected. slime crawled out of the
forest and found a chink in
The Lepidocracy: AC 18, a cairn, oozed its way in, and
HP 24, LVL 6, ATK stab up to took up residence in a giant’s
4 different targets (d6), MOV skull. This resulted in the
20’, MRL 10. Has 8 random spells Gelatinous King, a monster with the
that it can cast once per day, rerolled skeleton of a giant and the translucent
each morning. green flesh of a slime. It crawls out of
its cairn every night in search of animal
Fort Peregrine: Most of the soldiers and biomass to absorb. It can only be
officers here are either green recruits or harmed by breaking its bones, which
exiled here after screwing up one time too requires penetrating through its thick
many. They are supposed to send out regular outer coating. It wields Rawg, a 10-
patrols to help clear the roads of bandits, but ever foot sentient sword who is beginning
since Commander Hammet was reassigned here, it has been taking greater and to question its loyalty to what its
River’s End: A fishing village with 50 residents, 30 master has become.
greater bribes to get anything done. He currently commands 40 soldiers, 20 of of whom are able to fight. They are led by a woman
whom are planning a mutiny. The mutineers are led by Sid Clayborne, a young named Vivian Marsh. They did not steal the fort’s The Gelatinous King: AC 15, HP 32,
man who claims to want to do away with corruption, but who actually thinks swords, and have no idea who did. If the soldiers LVL 8, ATK sword (2d8) or absorb any
Hammet has been thinking too small. This morning, the fort awoke to find all of attack them, they will try to negotiate or flee to the number of targets it can touch (d8),
their swords gone. They don’t know how this impossible heist was pulled off, but hills rather than fight. Recently, 4 villagers have MOV 40’, MRL 8.
they are preparing to march to the village (armed with spears) and put down what gone missing in the hills. The town assumes they
they assume is a planned revolt. have been killed by bandits, and is currently trying
to raise enough money to bribe the fort to do
something about it. In reality, the villagers have
been absorbed by the Gelatinous King.
4 5
Enemies
There are three treasure map fragments to be found in Wolfsea. Each of them is
possessed by a different pirate crew. Collecting all three will allow the players to find the
hidden treasure on Sharktooth island, just south of Rackham’s Rest. The treasure is worth
50,000 gold.
1. The Wolfsea Plunder Cooperative is a fleet of 15 small but very agile boats, each with
Three pirate crews, each possessing a scrap of a lost treasure map, vie for dominance of a weird a single cannon and governed by consensus. All crew are referred to as “captain.”
patch of ocean known as Wolfsea. Every time you sail to a new location, there’s a 2-in-6 chance of 2. Abadar the Ever-Seeing sits atop an elaborately mosaiced tower, held aloft by a bound
having an encounter. If you do have an encounter, roll to see if it occurs as you’re leaving (1-2), on djinn flying just above the waves.
the way (3-4), or just as you arrive (5-6). 3. Captain Octavimus and his crew have attached their water-tight ship to the back of a
giant sea turtle. They attack by ramming enemy ships and then boarding.
Random Encounters The players may also encounter packs of Fog Wolves, which can walk on water and prefer
1. A cloud of fog. There is a 4-in-6 chance of it containing a pack of 6d6 Fog Wolves. to ambush prey (including ships) from within clouds of Wolfsea’s ever-present fog.
2. 2d6 harpies. They will follow your boat until they see an opportunity to attack.
3. Tempest the sea serpent. If not appeased with an animal sacrifice, he will attack.
4. A random ship, pursuing you. Rackham’s Rest: A pirate port under the control of “Three
5. A random ship, pursuing another random ship. Eye” McCracken, a slightly-mutated captain from the Sea
6. A random ship under attack by (1) Fog Wolves, (2) of Tar in the far north. The port has become a boom town
Harpies, (3) Tempest, (4-5) another random ship, over the last year, as scraps of a treasure map leading to
(6) two random ships. a lost Gorgosi treasure hoard have been discovered
by three different crews. The port is now
swarming with pirates from across the 13 seas,
looking either to find the treasure through
sheer perseverance or to steal the map
The Harpies’ Teeth: Five jagged stone fragments for themselves. McCracken
islands surrounded by treacherous does not want the treasure hunt to
shoals: a ship graveyard. As more end.
vessels are wrecked, legends of vast
sunken wealth grow ever greater,
which in turn draws in young, The Wyrmstone: A rock the size of a
adventurous pirates looking for their first large house jutting from the sea. The sea
big haul. The Teeth are teeming with harpies, serpent Tempest spends most of his day
waiting to snatch up the bodies of drowned (or curled around it, sunning himself. If he is
drowning) sailors to feed their young. In truth, appeased with an animal offering, he may let
there is a huge amount of gold scattered on the ocean sailors approach. He amuses himself by causing chaos
floor around the Teeth. The question is how to dive deep throughout Wolfsea, and may offer rewards of treasure
enough to reach it without being picked off by winged if PCs complete missions for him, such as making a
predators or being battered to death on the rocks. A chest that particular ship wreck on the Harpies’ Teeth, installing a lich
is successfully located and pulled to the surface will typically as the ruler of Rackham’s Rest, or luring a pack of Fog Wolves
contain d20 × 100 gold pieces. into the Saltspire.
There is a 1-in-6 chance that a chest will contain a random magic
Saltspire: Jutting up over 100 feet above sea level, Saltspire is visible from nearly
item. Each can only be found once.
anywhere in the Wolfsea hex. Once a military outpost for the Gorgosi Empire, it is
1. Boots of water-walking. currently inhabited by twelve liches. They are all impeccably polite and willing to receive
2. A compass that always points to the nearest large mass of gold. and entertain guests in exchange for news of the outside world. At any give time, d6 of
3. A spyglass that allows you to zoom in on anything in the hex. them are entombed in the sepulcher in the spire’s basement, exploring the astral plane.
4. A flying clockwork parrot that obeys your commands. Each lich is encrusted in gold and jewelry. One or more of them may be convinced to join
the party as an observer if there is something genuinely interesting to see. At the top of the
Saltspire is an enormous mortar that can fire cannonballs anywhere on the hex.
6 7
Day Encounters (d6): Night Encounters (d6):
1-2: 3d6 miniature wyverns. Follows the 1-2: The Crawling Citadel. Nearly invisible
party and will only attack if the party is at night, will reach the party in d6 rounds.
weak or under attack. AC 12, HP 12, LVL 3, 3-4: 2d6 Chalkmen, on a mission to gather
ATK 2 claws (d4), MOV 20’ (50’ when water from the nearest oasis. On high
flying), MRL 6 alert.
3-4: 2d6 Chalkmen, on a mission to gather 5-6: 2d4 adventurers. 50% chance that one
water from the nearest oasis. Suspicious of of them has eaten the flesh of a magic
The Burning Lands are ruled by the City of Iss, which is mounted on skids outsiders. AC 11, HP 4, LVL 1, ATK cactus.
and pulled across the plains by a crawling, domesticated giant. It is too slow weapon (d6), MOV 40’, MRL 8
to catch prey, but its sorcerers-kings send out mounted raiding parties. 5-6: 2d6 Issian warriors-scouts, mounted on
horse-sized lizards, looking for slaves to
return to Iss. AC 13, HP 8, LVL 2, ATK
weapon (d6) or net, MOV 60’, MRL 9
Cactus Forest: Hundreds of cacti grow atop an odd-shaped
hill in the middle of the plain. No wyverns or other dangers
will venture near. The hill is actually the decomposing The Chalk Mesas: Home of the Chalkmen,
body of a giant, the brother of the one pulling the who must make daily raids to one of the two
city of Iss. If the shape of the hill is investigated oases to survive. The mesas are safe from the
carefully this will become obvious. The body desert’s many predators, but the Chalkmen
can be mined for rare materials like giant only admit those who provide them with
bone, which is exceptionally light and useful supplies or services.
strong. If the flesh of a cactus is eaten,
the PC will slowly triple in size and
strength over the next day. The
effect lasts for 24 additional
hours, during which time
the sorcerers of Iss will
always know exactly
where the PC is.

The Scar: The walls of this The Crawling Citadel:


canyon are pockmarked with An assembly of black, silent
tunnels and cave complexes. monoliths rearing up above
Once home to a cliff- dwelling the desert plain. At night, when
civilization, it has been overrun by a you aren’t looking, it moves.
race of miniature wyverns who have Despite its size, it makes no sound as it
adapted to desert life. They are mostly swallows its prey, leaving them to slowly
carrion feeders, but if disturbed in their die of thirst in its endless labyrinthine
homes they will swarm and devour any streets. The only way to detect its approach is
intruders. The relics of the lost civilization can a strange rectangular void in the stars of the
usually only be investigated at night, when the night sky that grows larger and larger as it creeps
wyverns are dormant. closer. It slides forward one tower at a time, leaving no
tracks. Treasure may be found on the many bodies of its
victims, or on the peak of the highest tower, where the
sentient runeblade Scorn is plunged into the black stone.
8 9
Encounters:
1-3: If you are in the water, you see d100 swamp zombies walking beneath you on
the bottom of the shallow swamp. They are following you and will grab you if any
part of your body dips more than 6 feet underwater. They will not leave the water.
4: The Megaheron attacks from hiding. AC 12, HP 24, LVL 6, ATK 2 claws (d4)
or beak stab (d12), MOV 40’, (60’ when flying), MRL 7. When it appears to be
losing a fight it quickly flies away and waits to strike again. If both claw attacks
strike the same target it grabs them and flies them to its nest to feed to its chicks.
5: The Megaheron stalks you openly, waiting for the best moment to strike.
6: You can hear the call of the Megaheron, as it rests in its nest at the top of a huge
tree. There are currently 5 eggs in the nest, each the size of a large pumpkin. A
megaheron chick will imprint on the first person it sees. They are temperamental
Six feuding witches, a swamp crawling with aquatic zombies, and a predatory and bloodthirsty.
heron the size of a giraffe.

Shipwrecks: The wrecks of old boats dot the


northwestern corner of the hex, due to
treacherous sandbars. Each is crawling
with dioo swamp zombies. A search of
a wreck (once the zombies are
gone) reveals its cargo.
Cargo:
1. A mummy lord
sleeping in a
sarcophagus. If
awoken, he will be
The White Crown: A number
very upset that he never
of toppled, ivory-colored
arrived in Kaldimar.
dolmens emerging from a low
2. A literal king’s ransom.
hill. On close inspection they
3. A wizard’s spell book with 2d6
appear to be actual bone.
spells.
Anyone standing on this hill
4. Eight terrified and starving bandits.
who reads the runes on the
5. Crates of moldy grain.
dolmens can project their spirit
6. Nothing of note.
anywhere in the hex, while
their body lies comatose.

Huts: The hex is home to six witches: Vesme, Druma, Olgette, Potions:
The Redrot Caverns: These caves are inhabited by a decrepit race of Moss-men, their Hester, Emphilida and Roanna. They do not get along, and each 1. Invisibility
civilization long past its prime. The walls of their tunnels ooze red clay, which they use to resents the others for stealing her status as “The Swamp Witch.” 2. Water-walking
daub their skin. Everyone in the hex will tell the party to avoid them. If players do invade They will exchange potions for favors performed. 3. Ooze-form
their warrens, the moss men will defend themselves, but are so weak that they pose no Favors: 4. Fire form
serious threat. They guard a cloudy emerald of extraordinary size and beauty. Stealing it 1. Investigate the nearest shipwreck 5. Ghost form
awakens the Golmugaunt, a giant construct made from red clay and stone. It is slow but 2. Burn down another witch’s hut. 6. Undead
relentless. It will follow the one who stole the emerald forever. AC 18, HP 16, LVL 8, ATK 3. Retrieve a Megaheron Egg. repellent
slam (2d6), MOV 20’, MRL 12. 4. Kill another witch and retrieve her heart.
5. Get two witches to fight each other.
6. Retrieve the emerald from the Redrot Caverns.
10 11
Sparrowkeep: The fortress is owned Random Encounters:
by Lady Margot, a short, elderly Forest
woman who is barely keeping things 1-3: 2d6 Goblins, AC 13, HP 4, LVL 1,
under control. The wizard war has ATK weapon (d6), MOV 20’, MRL 7
the peasantry in a state of near-revolt, 4-5: d6 Ogres, AC 14, HP 16, LVL 4,
and she will pay handsomely for ATK weapon (d10), MOV 30’, MRL 10
someone to end it. She knows 6: Random NPC
Agripina is behind it somehow, but
The town of Sparrowkeep is surrounded by four wizard towers whose occupants have begun a the witch won’t speak to anyone from Hills
competition for the affections of a local witch. Every day roll a d6 for each wizard to see what the town. 1-3: 2d6 Bandits, AC 13, HP 4, LVL 1,
they’re up to. Each morning they memorize 4 random spells. The town sits at the intersection of an ATK weapon (d6), MOV 40’, MRL 8
overland and river trade route. It’s 4-5: Cyclops, AC 14, HP 24, LVL 6, ATK
only a matter of time before the weapon (d12), MOV 30’, MRL 10
The Tower of Anaximinides the disruption of commerce destroys the 6: Random NPC
Unquenchable: Tall, jowly, and regal, town’s reputation permanently.
Anaximinides accidentally cursed himself to be Swamp
permanently enveloped in flame, but pretends that 1-3: 3d6 Zombies, AC 11, HP 4, LVL 1,
it was intentional. All of his tableware is gold and ATK bite (d4), MOV 20’, MRL 12
worth 300 gold pieces. AC 11, HP 20, LVL 5, 4-5: Shambling Mound, AC 20, HP 32,
ATK staff (d6), MOV 40’, MRL 10 LVL 8, ATK two claws (2d6), MOV 20’,
What is he up to today? MRL 10
1-2: Citizens of Sparrowkeep feel 6: Random NPC
compelled to line up at Agripina’s
door and apologize.
3-4: A cyclops lays siege to a
random enemy tower.
5-6: The sun does not
rise, and the stars
spell out Agripina’s
name. The Tower of Hermian the Elder.
Wheezy, round, jolly. Has a collection of
400 jade miniature figures. He’ll get around to
painting them someday. AC 11, HP 16, LVL 4,
The Tower of Bertram ATK staff (d6), MOV 40’, MRL 8
Bartleby: Lanky, no work ethic, a What is he up to today?
bit of an idiot. He has no innate 1-2: Thousands of miniature mud golems march
magical talent and works purely off of across the hex to lay siege to a random tower.
some magical books he inherited from 3-4: Rivers run backwards, fish come to the surface
his rich aunt. Doesn’t want Agripina to to sing Agripina’s praises.
know. Owns a dozen huge paintings 5-6: The stones of every building in the hex become
worth 500 gold pieces each at a major carved with Agripina’s face.
city. AC 11, HP 12, LVL 3, ATK fist The Tower of Doctor Mortimo. Slumped,
(d4), MOV 40’, MRL 5 greasy, precise. Owns 7 super-rare books on
What is he up to today? creating artificial humans. AC 11, HP 16, LVL 4, The House of Agripina Root. Agripina is a witch. She has seduced all four
1-2: Rainbow smoke pours from his ATK fist (d4), MOV 40’, MRL 7 of the local wizards, hoping that their competition for her affections will
tower as a spell misfires. What is he up to today? cause havoc for the people of Sparrowkeep, who exiled her after a bad
3-4: Tower grows to 10x height. 1-4: Zombies wander the hex promoting Agripina’s harvest. So far, it’s working. She’s plain, middle-aged, and incredibly
5-6: Woodland creatures take over virtues and fighting other wizards’ minions. charming. AC 11, HP 16, LVL 4, ATK dagger (d6), MOV 40’, MRL 8.
Sparrowkeep and hang posters of 5-6: A huge dark cloud in the shape of his face drifts Potions: Alter face, beast speech, elasticity, heat-proof, sovereign acid,
Agripina everywhere. about, staring disapprovingly. invisibility, ventriloquism, wall-crawling.
12 13
The Alchemist’s constructs
• [Destroy]: AC 18, HP 24, LVL 6, ATK
punchcard appearances
• [Alchemist]: Made of gold. Etching of
random encounters
When an random encounter is triggered,
Repose hammer (d12), MOV 20’, MRL 12.
Patrols the dungeon and responds to
the four elements.
• [Construct]: Made of steel. Etching of a
roll on the following table or use common
sense based on which creatures are nearby.
The five hulking, robotic constructs in this noises. Immune to mental effects. Loud. gear. If a construct has been previously
dungeon have [Function] and [Target] • [Repair]: AC 12, HP 16, LVL 4, ATK • [Crack]: Made of copper. Etching of a reprogrammed, the reprogrammed version
tags. A construct’s function is built into its none, MOV 20’, MRL 12. Has a dozen broken wall. of it appears.
structure and cannot be changed, but its arms equipped with tools. Immune to • [Elf]: Made of platinum. Etching of a elf. 1. [Destroy][Intruder] construct
target is set by means of a rectangular mental effects. Loud. • [Intruder]: Made of silver. Etching of 2. [Destroy][Intruder] construct
metal punchcard slotted into its head. • [Retrieve]: AC 15, HP 20, LVL 5, ATK crossed swords. 3. [Repair][Cracks] construct
slam (d6) or grab, MOV 20’, MRL 12. • [Punchcard]: Made of platinum. Etching 4. [Repair][Construct] construct
If a PC removes that card, the construct
Can-shaped with arms. Places retrieved of a punchcard. 5. [Retrieve][Punchcard] construct
will shut down. These punchcards can be
objects in its belly and takes them to the 6. d6 fungal elves.
slotted into any functional construct,
library. Immune to mental effects. Loud.
allowing players to reprogram them.

Humming magical barrier in place of a door that disintegrates anything


touching it not contained within the [Retrieve] construct. A skeleton
lies halfway through the barrier, its top half missing. Ancient alchemist, dreaming in a bed
entwined with flowers. Bedside table
The library is filled with rotten books, but a search reveals a readable contains a key to the lab’s main door. Secret
Control Plants potion recipe book. The [Elf] and [Alchemist] [Destroy][Intruder] door to the lab is behind the bed, which has
punchcards hang on hooks in the alcove at the back of the room, along construct patrols been pulled a foot away from the wall.
with a lever that deactivates the magical barrier at the room’s entrance. the hallway.
He can only be woken if the [Repair]
Entrance construct repairs him. If this happens, he
will be furious and attack the intruders.
Ruined divans, Alchemist: Acid touch deals an another d6
Covered in vines that catch and crush
vine room moldy wallpaper. damage next round unless the victim passes
intruders. They retreat at loud noises. a CON check. Immune to elemental damage.
[Destroy][Intruder] constructs will be Has potions of Might, Ooze-form and
summoned by loud noises, but are loud Telekinesis. AC 11, HP 32, LVL 8, ATK acid
enough that vines avoid them. Under touch (d6), MOV 40’, MRL 10
the vines are two full suits of armor (AC
lounge
18, 7 slots) and a scroll of lightning bolt
(d6 × INT damage to all creatures in a
library
line). Fungal elves avoid this room. bed Metallic main door is locked and
room unpickable. Covered in acidic etchings.
Knee-deep water floods
vip Beating hard on it releases a cloud of
the bottom floor. room lab acid. After four clouds of acid, the door
pod room disintegrates. Room contains
masterwork instruments for brewing
Filled with hundreds of fibrous pods
containing rabid fungal elves, guests of the Secret treasure room
workshop potions, worth 500 coins to an
alchemist.
alchemist mutated by a magical disaster. hidden behind a
Disturbing a pod causes d6 of them to cracked limestone
emerge. Each 6 rolled adds another d6 to the wall. Contains 1000 Contains enough ingredients
total. A [Repair][Crack] construct is in here, coins and a potion of to brew the potion recipe
working on the damaged wall. Sovereign Glue. [Repair][Construct] construct found in the library.
Fungal Elf: AC 13, HP 4, LVL 1, ATK claws is in here, patching up the
(d6), MOV 20’, MRL 7, NA d6. Dark vision. Broken furniture.
[Retrieve][Punchcard]
construct. If the players have a
storage Secret treasure room
Reckless, insane. A scroll of silence punchcard, the [Retrieve] hidden behind a cracked
is hidden in an end construct will follow them limestone wall. Contains
table. The balcony everywhere, demanding it [Destroy][Intruder] 1500 coins and a potion of
looks out into the back, becoming violet if not construct patrols the Elasticity.
pod room. complied with. hallway.

14 15
Six Boneboys lounge, carving runes into
their spears. They are gaunt and paint their
bodies to look like skeletons. AC 12, HP 4,
Huge spider, grown slow and
LVL 1, ATK spear (d6), MOV 40’, MRL 8
stupid with age. Has absorbed
so much fungus that it can There is a half-eaten corpse in the corner.
make its hide ripple with
ENTER the sewer by
color, mesmerizing prey who
rappelling down from a
fail a WIS check. AC 13, HP A large sigil is set in the middle
large storm drain above.
12, LVL 3, ATK bite (d6), of the floor, written with
Your rope will end right
MOV 20’, MRL 8. Bitten charcoal and luminescent
in the center of the Powerful waterfall. The
targets who fail a CON check fungus. Four Boneboys sit
cistern. pressure is enough to
die in d4 turns. around the sigil, drumming on
Four desiccated corpses, cocooned in silk. One knock you off your feet.
the stone. They drum faster as
has a purse filled with 200 gold pieces. Another the ritual nears completion. The
has a smokebomb and a grappling hook. Boneboys’ leader sits in its
center. In ten turns he will
Luminescent fungus coats the walls and floor. transform into the King of
Getting it on your feet will cause you to track it Nails, an abomination with
everywhere. Getting it on your skin will cause steel spines growing out of its
your skin to start glowing, even after wiping the leathery skin. AC 14, HP 20,
fungus off. LVL 5, ATK impale (d12),
MOV 40’, MRL 12, can climb
on walls.
Heavy wooden planks. They can be moved,
slowly, by two characters.
A poorly made driftwood
statue encrusted with silver
Sewer channel. Fifteen feet wide, nearly jewelry. Disturbing the statue
impossible to jump. Disturbing the water pulls a string that triggers a
anywhere in the sewers attracts the attention of a block of stone on a chain
huge blind sewer squid. AC 16, HP 24, LVL 6, swinging directly into the idol.
ATK four tentacles (d6 each), MOV 30’, MRL 8.
Character hit by two tentacles in the same round
must make a STR check or be pulled under. Three lost teenagers. Starving,
paranoid. They’ve found a
potion of water-walking, but
North door has been blocked by a barricade. they don’t know what it is.
Disturbing it will cause it to fall outwards into the
channel. Inside, several corpses, bloated with
poison. East door barricaded very securely. A small shrine to a crooked
little god, ringed with long-dead
candles. The idol is worth a
A gas pocket has been building up in this room fortune to antiquities dealers.
from deep underground. Poisonous and The King of Nails is terrified of
flammable. it and will send Boneboys to kill
Waterfall drops down to Rusty gears and Several hammers the one who holds it.
unknown depths. chains. A lever that and a makeshift
opens portcullis A. battering ram, as if
Very loud when something was trying
activated. to break through the
north door.
16 17
The Keymaster buried his greatest secret, the schematics to the Lock Absolute, in a vault at
the center of his lair. A priceless treasure for any king with secrets to hide, the schematics
have remained untouched for centuries. The vault will open only for those clever enough to
find the four hidden keys and turn the four hidden locks.
The dungeon contains eight secret doors. If the referee wants to make the dungeon a bit
easier, they can make these doors quite obvious but still unopenable until the party finds the
trick.
Secret room containing the silver keyhole. Turning it
will awaken 12 skeletons entombed in the niches in the
hallway, armed with hammers. AC 12, HP 4, LVL 1,
ATK hammer (d8), MOV 20’, MRL 12
Catacombs. The skeleton Entrance
of a famous architect rests Secret room containing 100 gold keys. The
in each of the niches. stone guardian golem from the room in the
southwest corner of the dungeon can sense
Secret room containing the bronze which one is real and will always pursue the
keyhole and a gelatinous cube. AC character holding it.
11, HP 16, LVL 4, ATK touch (2d4),
MOV 10’, MRL 12 Armory stocked with dozens of
spears, helmets, and shields.
Square pool lined with lapis. The water
will freeze solid anything it touches in a Secret room containing a dead
matter of seconds. adventurer with the bronze key in
The central chamber. A large vault set her pocket.
into the floor is held shut by four metal lion
statues, one steel, one bronze, one silver and Murals of the Keymaster
one gold. Each will release its hold once the constructing the Twice-Palace.
corresponding keyhole is turned with a key
of the proper metal. South of the vault is a
Shrine to Saint Kluge, the patron
statue of the Keymaster, facing north. The
saint of obnoxious logic problems.
statue can be rotated, 90 degrees at a time.
Close observation reveals supplicants
The cardinal direction that the Keymaster
have stuffed problems on scraps of
faces slides open all secret doors marked
paper into the statue’s ears.
with that direction and slides shut all other
secret doors.
Secret room with
the steel keyhole.
Secret room containing the silver key.
Secret room containing the gold keyhole
and a stone guardian golem. AC 18, HP 24,
LVL 6, ATK fist (d8), MOV 20’, MRL 12

Home of a young dragon chained to the center of the


back wall. Can survive forever without food, but is
Spell scrolls. Arcane Eye, Gravity extremely hungry. Its chain is 100 feet long. AC 25, HP
Shift, Ooze Form, and Repel 20, LVL 5, ATK fire breath (20’ cone, damage equal to
its own HP) or 2 claws (1d6) and 1 bite (2d8), MOV 30’
(80’ flying), MRL 10.
18 19
Two bubbling cauldrons An empty throne, carved from heavy black stone. A
smoke in the center of the crown made of candles lit with blue flames hangs in the air
room. The first gives you where a head would be. Clerics in this room will talk to the
skin like hardened ceramic, throne in a subservient manner as if something is there.
while the second makes
A dozen golden censers hang from hooks on the walls.
people forget you as soon
A brazier full of hot coals smokes faintly in the center of
as they aren’t looking at
the room. Surrounding it are three incense boats on
you. Four alchemists are
tables. Each produces a different effect when burned in a
working in the room. If
censer. 1.) The censer bursts into black flame and can be
threatened, they will all
A wizened prelate in ornate swung as a weapon. 2.) Makes invisible creatures visible.
drink skin-hardening
robes sits on a throne atop a 3.) Summons an incense elemental.
potions and attack with
raised dais. He is surrounded by knives. The shelves are A grate in the locked door reveals a bound prisoner
The walls of the room are lined floor to ceiling with six elite robed guards with spiked stocked with unusual wearing a grotesque silver mask that prevents them
skulls set into square niches, some covered in dried flails. He demands tribute to the potion ingredients. from talking. If released it will remove the mask,
blood. If you pour someone’s blood onto a skull it Hollow Prince or the guards will revealing a face that always looks like the last person
will speak to you in that person’s voice and answer attack. He will only accept the viewer killed. It will aid any rescuer.
any questions that they knew when the blood was artifacts with historical value;
offering gold will enrage him. He A grate in the locked door reveals a skeleton sitting on a
drawn. Lasts until the blood dries. bench. It can’t talk, but will be very grateful to be rescued.
holds the key to all locked doors.
Eight clerics sit cross-legged on the floor in a
A labyrinth has been drawn on the floor in black circle. When the party enters, each PC will receive a
paint. If a player wants to walk it, print out a maze cleric as their personal escort. They will follow the
from the internet and have them try to solve it in 30 PC wherever they go, without speaking. As soon as
seconds. If they do, their character gains a profound the PC does anything inappropriate, the escort will
insight into the nature of the universe and gains attempt to garrote them. The west door is locked.
d1000 XP. Can only be used once.
An array of formal vestments for various duties.
All are extremely ornate and show masterwork-
Rainbow light filters down in tessellated levels of craftsmanship. Most have deep hoods.
patterns from a rose window at the top of a high
shaft. Standing in a color slowly stains your skin, The doors to this room are locked. It holds a Seraph: a
clothes, and equipment that color. The east door is celestial being made of hundreds of wings and eyes.
locked and has a painting of wings and eyes on it. When it stares at an evil character, its all-consuming
love for them is so excruciating that they burst into
flame. All clerics in this dungeon are evil.
A huge golem made of milky glass lies in
several pieces in front of the northern door, Hundreds of candles hang in the air. The
while three clerics attempt to repair it. A floor is a pool of hot, bubbling wax two feet
forge on the south wall allows them to heat deep. When a cleric walks across the pool, it
up molten glass, which they then mold into hardens into a path beneath their feet.
shapes using long hooks. On the west wall
stand several completed golems, ready for Statues made of blue lapis walk about a fungal
service. They shatter easily when attacked Dozens of scribes in pale robes sit
on tall stools at desks, scrawling garden. Huge white mushrooms push their
with blunt weapons, but their blades are way up towards the ceiling. Spores slowly drift
sharp enough to instantly sever limbs. They frantically. Gold ink smears the desks White, polished marble lit with softly
and drips down into small pools on through the air. Eating a mushroom increases
can also emit an excruciatingly high-pitched glowing stained glass. A great humming
the floor. When an ink pot runs dry, the potency of spells, but non-clerics are not
ringing sound that immobilizes foes and can fills the air, like a choir softly singing far
a scribe refills it with gold blood permitted in this room. The statues will resist
shatter steel given enough time. The clerics away. If a character tries to hum along or
from their veins. The books are intruders with force if necessary. They will
will command the golems to attack if their harmonize with it, the singing swells and
worthless, but the blood is worth a ignore intruders that have dyed themselves
work is disturbed. d6 clerics are drawn to this room.
fortune. All of the scribes are armed entirely blue in the stained glass room.
Disrespectful or profane acts will also draw
20 with page-trimming knives. d6 clerics, but they will be out for blood. 21
Random Encounters: Roll for encounters anywhere other than the entrance
catacombs, Jasper’s dining room or Eudora’s cavern.
1-3: d6 Gummy Worms. Each the size of a boa constrictor. They seek out
characters with magic first and try to squeeze the magic out of them. AC 12, HP
4, LVL 1, ATK squeeze (d6), MOV 30’, MRL 6.
4-5: A Taffy Crawler. A stretchy, rainbow ooze that can project ropes of taffy
that stick to PCs and slowly reel them in. Immune to most weapons, but
vulnerable to extremes in temperature. AC 13, HP 12, LVL 3, ATK suffocate
(d6 per round), MOV 20’, MRL 10.
6: The Skullbreaker. A Golem made from massive jawbreaker candies. Can
Gordon, a psychopathic child, hides from the monsters roaming the halls. He only be hurt by blunt weapons. Likes to detach its head and roll it at the party,
has escaped the witch’s clutches, but has no interest in escaping or rescuing his knocking them down like bowling pins. AC 13, HP 20, LVL 5, ATK slam (d8)
friends. He wants the witch’s power, which he thinks (correctly) is contained or bowling ball (d6 to all characters in a row), MOV 30’, MRL 7.
in her lost ring. He will act scared and innocent for as long as it benefits him.

A nameless Gingerbread Golem sulks in a A system of natural caverns,


corner. It is twice the size of a man, with treacherous footing.
enormously strong, and very stupid (AC 15,
HP 12, LVL 3, ATK two fists (d8 each), MOV
20’, MRL 6). It wants to kill the witch for The witch Eudora flies about an open, cavernous
exiling him to this room, but is afraid of the space, singing (AC 11, HP 20, LVL 5, ATK acid
Wolf, who has threatened to eat him. In glob (d8), MOV 40’ (80’ while flying), MRL 9).
combat he will try to crush his enemies and Growing from the walls, high out of reach, are
throw them around. If defeated, the witch’s lost man-sized sugar crystals. Each contains a child,
ring can be found inside his chest, where it locked in hibernation. She is curious to see how
accidentally stuck while she was kneading him. long-term crystallization affects the flavor. She
Wearing it strips Eudora of her powers. In the dotes on Jasper, and doesn’t know of his plans to
center of the room is a bubbling hot spring. take control. She is very disappointed with the
Gingerbread Golem, whose incompetent alchemy
experiments accidentally created a number of
candy monstrosities after she brought it to life.
An oversized oven, with She would dearly love to find a gold ring that she
man-shaped cookie molds. lost while baking the Golem, and will pay
adventurers handsomely for it.
Four cauldrons, bubbling and slowly stirring
themselves. Each is full of liquid candy that
hardens seconds after being removed from the pot. A long table piled with precarious towers of cakes, pies, and
sweets. Lit in soft candlelight. At the head of the table sits a
Baking supplies, including a wolf the size of a man, dressed in fine clothes. A man’s voice
large stockpile of dried herbs and speaks from its open mouth. This is Jasper, the witch’s
bags of sugar and flour. familiar, a vicious, elite swordsman (AC 12, HP 12, LVL 3,
ATK rapier (d10), MOV 40’, MRL 9). He is famished from
Catacomb entrance. Stale air, faint lack of succulent child flesh, as the witch has been taking
chittering. Small footprints in the dust. them all to her cave. He is starting to think that he should be
in charge of this operation, although he doesn’t want to hurt
Stone door, carved with a delicate relief of the witch. He despises the Gingerbread Golem. If a character
fruit trees. Slides up into the ceiling when takes a bit of food, they will feel compelled to sit down and
touched, then back down a few seconds later. continue eating, and must be dragged away. Ten minutes
Only works once per day. after eating they will fall asleep.

22 23
The tomb of an evil king (whose exact All four walls are covered
crimes have been lost to history) has been in a mural of emaciated
uncovered. Grave robbers are flocking to its people worshiping the
catacombs, unaware of the evil waiting to Lever to release image of the King on the
emerge. Secret door hidden behind a the grate over the west wall.
bas-relief of the vampire king, spiked pit trap.
Sarcophagus holding a high-ranking noble. which must be smashed.
Each has a 50% chance of holding a piece of
jewelry worth 1d6x100 coins. If other
adventurers are present, they will already have
robbed any sarcophagi, unless they are
preoccupied with something else. Each
Murals depicting a king sarcophagi lid has a sculpture of its occupant
and 13 nobles, drinking a carved into it, life size.
dark liquid from goblets
while at table.
Grating
covering a
spiked pit trap.

Stairs leading to the


floor of the cave.
Circles represent
pillars holding up A final sarcophagus with
unstable construction. a plain, blank lid holds a
corpse clutching a wine Trap collects blood and
bottle worth 3000 gold. funnels it down to the
vampire tomb below.
Black obsidian inverted
pyramid hanging in open cave.

If blood is poured on the


Staircase descends to tomb, the Vampire king will
the room on the awaken at full strength, nearly
opposite page. unstoppable. If tomb is opened
before this, the vampire will be
shriveled and weakened. When
the vampire wakes, all corpses in
There are 9 squads of NPCs in the dungeon: 4 squads of mercenaries sarcophagi wake as vampire
from the Black Moon Company, 3 squads of adventurers from the thralls, unless they have been
Tarwall Historical Society, and 2 squads of ravenous ghouls. Each previously destroyed.
squad has 1d6 NPCs in it. There are no spellcasters. Use random tables to
flesh out the NPCs if you wish. Roll a d10 for each squad to determine its
location when the PCs arrive. For each location containing non-ghoul The vampire king buried here wears the
NPCs, roll a d4 to see what activities are happening there: 1: Combat, 2: Eclipse Crown. Anyone near the wearer
Investigating/Looting, 3: Arguing/Negotiating, 4: Drinking/ Resting can only see themselves and the wearer. All
Remember to make a reaction roll whenever encountering NPCs! Players other living beings are invisible and
may need their help once all hell breaks loose. inaudible to those under the crown’s
influence.
24 25
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