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One-Page

Dungeons
One-Page
Dungeons
One-Page Dungeons by: Geoffrey Cullop

Front and back covers by: Jacob Fertig

Printed under the OGL. See back-matter for full terms and conditions.

Published by Fish in the Pot, 2020.

Many Thanks to the Big Fish:

Maximum Pew Pew

Heave Ho Studio

Evelyn Vocu

Marty Chodorek

Austin DM

J ~ Sir Crazy Nugget ~ K

Mike Cantrell

Alex Jordan

Tyler C. Bannister

Robert L. Wade II - The Wade Family

ISBN: 9781734482904

Copyright Fish in the Pot 2020

itch exclusive digital edition


Level 1-3

KOBOLD CAVERNS
1. Twisty Tunnel
This cramped tunnel is the first defense
against intruders. It is completely dark
and the damp atmosphere creates a 40%
chance that torches will be extinguished.
The tunnel is also full of traps. There are
1d4+1 Mechanical Traps placed randomly
in this tunnel. DC 12 INT (Investigation) or
WIS (Perception) will notice a trap.
Mechanical Trap – DC 10 DEX saving
throw or 1d8 piercing damage.

2. Guards!
The tunnel opens into the guard station.
Two Kobold Archers wait behind cover for
intruders to get within range of their short
bows. The Kobold Archers draw short
swords and retreat into Room 3 if PCs get
within 10 ft. of them.

3. Laboratory
This Chamber is the best lit space in the
caverns as half a dozen bunson burners 6. Treasure Room
scatter dim light across the room. This Behind this locked door is the treasure and a
cluttered space contains a collection of quest item, along with a gnome in chains.
glass flasks and strange smelling The gnome’s name is Tombert.
chemicals. The Kobold Grenadier working
in this lab attacks intruders on sight,
throwing alchemical grenades at range
and using a poisoned dagger if the PCs get Feature Monster:
close. The Kobold Grenadier will use the Kobold Grenadier
guards from Room 2 as meat shields if the
The Kobold Grenadier uses the Kobold stat
guards retreated to the lab. The grenadier
block as presented in the SRD with the
is not concerned with the guards’ safety at
following changes:
all and will freely toss grenades in their
direction if there is a chance to harm the *Add: Action – Grenade: Ranged Weapon
intruders. Attack: +4 to Hit (30/60), 1 Target, Hit: 8
(1d12+2) Fire Damage. Creatures within 10 ft.
4. Living Quarters of Target must make a DC 12 DEX Saving
This Dark Chamber is the Cavern’s
Throw or take 4 (1d6+1) Fire Damage.
common area and main living quarters.
There are 1d6+1 Kobolds in this room. *Add: Action – Poisoned Dagger: Melee
They attack intruders on sight, but flee to Weapon Attack: +4 to Hit, Hit: 4 (1d4+2)
Room 5 if their attack goes poorly. Piercing Damage and 6 (1d8+2) Poison
Damage. On Hit, Target must make a DC 12
5. Bubba’s Room CON Saving Throw or become Poisoned
The Kobolds have “hired” Bubba, a
Bugbear, to guard the treasure room.
Bubba and any remaining Kobolds make a
final stand here.
Level 3-7

CURRENT EVENTS
d8 The River d4 The Toll

The River is swift. On a failed 1 ”Gimme your boots!”


1 Save the PC is carried into the
next westerly chamber. 2 “Bring me a fancy hat!”
The River is full of flesh eating 3 “Gimme sumpfin shiny!”
2 shrimp.
4 “Got any food?”
The River is full of a chemical that
3 causes genetic mutation.

4 The River is lava. 2. Hobgoblins


Three Hobgoblins guard a war chest worth
The River is very low and filled 1500 GP. One Hobgoblin is deaf, one is
5 blind, and one is mute.
with poisonous reptiles.

6 The River’s water is psychoactive.


3. The Maguffin
Empty row boats float freely The best treasure is here, unguarded.
7 upon the water. Some have oars.
The River is frozen. Neon d4 The Maguffin
8 feathered penguins skate across
the ice.
1 Monkey Paw

2 Staff of Ozymandus
1. Troll Toll
A Troll demands a toll to pass over the river 3 Infinity Engine
via the bridge.
4 Shard of the Shatterstaff

4. Kong Jr.
A Giant Ape lives here. It is
territorial and will attempt to
destroy potential threats.
That said, the Giant Ape
can be calmed by the
PCs if the correct
strategy is employed.

d4 Treasure
1 875 Bananas
Gargantuan
2 monster pelts.
3 2d10 Oil barrels
4 Tyrannosaur eggs.
Level 2-5

Labyrinth
Random
Encounters
Roll 1 random encounter every
20 minutes.

d20 Encounters

1 Ghast

2 Rhinoceros

3 Ogre

4 Swarm of Rats

5 Giant Wasp

6 Gray Ooze

7 3 Goblins

8 3 Orcs

9 3 Kobolds
1. The Fountain
This fountain is thematically decorated and houses
clear, fresh water that is cold to the touch.
10 2 Giant Rats

11 Carrion Crawler 2. The Minotaur


In the center of the labyrinth is a Minotaur. If a PC can
12 Duergar tell a joke the Minotaur has never heard before, then it
will grant them knowledge they seek.
13 Cockatrice

14 Giant Spider
3. The Goblin King
15 Lion The Goblin King’s (Daring Swashbuckler) throne room
is well-lit and extravagant, adorned with soft carpets
16 Giant Toad and glimmering crystal.
The Goblin King challenges PCs to a dance
17 Giant Badger
competition. PCs who at least entertain the Goblin
King with their sick dance moves are rewarded with a
18 Brown Bear
magical trinket. Any PC that offends the Goblin King is
attacked!
19 Will-o-wisp

20 Gelatinous Cube
Level 4-8
Leviathan Falls

1. Flooded Tunnel 5. The Endless Walk


The tunnels are cramped and soggy. PCs Once this hallway is entered, it takes 1d4
slog through ankle-high water that flows hours to exit.
toward area 4. PCs who stop and listen will
hear an overwhelming sound of rushing
water. 6. The Lute of Logan
A single item levitates in the center of the
room.
It is... The Lute of Logan.
2. Mimic
There is a single locked chest in this
room. When PCs interact with the
chest they discover it is a Mimic.
The Mimic attacks!

3. Coven’s Cauldron
This large chamber is the home and
laboratory of 3 Sea Hags. The Hags
act as a coven. The Hags have
created a breach in the Veil of the
Planes and water spills into the
dungeon from the elemental plane of
water.
The Hags do not attack the PCs, but
will attempt to trick them into going
for a swim in area 4.
If attacked, the hags will fight until only
one remains. The survivor will attempt an
escape.
d6 Logan’s Licks

4. Impossible Grotto 1 DJENT: Casts Hypnotic Pattern.


This impossibly large cavern is home to a
Kraken. 2 NOODLE: Casts Confusion.
The water runs fast here and the edge of
the falls is slick. Incautious PCs must 3 TAP: Casts Haste.
make a DC 12 Dexterity saving throw or fall
into the water below. 4 BEND: Casts Hallucinatory Terrain.
If released, the Kraken attacks PCs on land
with 1 tentacle and PCs in water with 2 5 SLIDE: Casts Dimension Door.
tentacles.

6 SHRED: Casts Chain Lightning.


Level 7-12
Tunnel Out of Time
Trapped!
The PCs find themselves in a non- 4. Jackpot
branching, multiverse time anomaly. This floating rock features a giant circular frame
They arrive only with what they were built to surround the fiercely crackling exit-end
carrying. There is no easily discernible of the Wabi-Sabi field. The frame is carved with
method of escape. Magical intricate and mysterious runes. Thick, soft
transportation, teleportation, and
carpets and large, cushioned chairs face the
plane-hopping do not function in the
portal exit. A powerful artifact floats above the
anomaly.
carpets.
Grabbing the Very Rare Magic Item floating at
1. Landing Rock the center of area 4 instantly transports all PCs
The PCs stand on a single floating back to their home plane.ane.
rock in a vast tapestry of dark violet
skies. None of the other areas are Wabi-Sabi Field
visible or apparent to PCs. The PCs can travel via Wabi-Sabi field,
A single glowing light floats at the but doing so will change them forever.
craggy edge, a sharp yellow contrast Travel via the crackling field breaks
the PCs’ physical reality. They
to the lilac mists.
arrive on the other side
Interacting with the light teleports repaired, but changed in
PCs to area 2. some lasting way.

2. Starting Rock
The PCs stand on a single floating rock.
The sky surrounding them in all directions
is now a vibrant orange. The PCs can see areas 3 & 4 from
area 2. There is a single light gate
that will transport PCs to area 3.
There is a Wabi-Sabi field that will
transport PCs to area 4. The light
3. Zombies! gates work in only
There are 6d12 one direction.
Zombies on this large
floating rock. They
stumble along the craggy surface, d6 Wabi-Sabi Effect
hungry for the flesh of the living. PC ‘s Hit Die is now a d6.
PCs will notice that when one of the 1 PC must re-roll Hit Point
Max.
zombies gets to the edge of the rock they do
not stop shambling. Instead, the zombies 2 PC’s alignment shifts
randomly.
walk on, their feet bound to the rock by an PC swaps last class level
impossible gravity that pays no mind to the 3 taken with a level from a
difference between up and down. class chosen at random.
PC’s perception of the
There is a light gate that transports PCs to 4 world around them is
area 4, but it is broken. 1 in 4 of the zombies forever altered.
5 PC’s
on this rock carry component pieces physical appearance
changes drastically.
needed to repair the light gate. PCs must
PC ‘s memories are
find 1d4+1 component pieces to repair the 6 replaced with those of a
light gate. stranger.
Level 1-4
Left or Right?
3. Central Mural
1. North Mural This well lit hall features another beautifully
This well lit stone hall features a beautifully
painted mural on the south wall. The
painted mural all across its southern wall. western portion of the mural depicts a
shambling horde of zombies marching
The western portion of the mural depicts a
great draconic army arrayed on a craggy hill. through a massive graveyard. The eastern
The eastern portion of the mural depicts a portion of the mural depicts several
legion of elves marching from a dark, leafy regiments of mounted paladins charging
forest. from castle gates.

The hall runs east to west and terminates in The hall runs east to west, eventually
both directions with an unlocked wooden forming a circuit that terminates in a single
door. unlocked iron door.

2. Gnome Garden 4. South Mural


This warm earthen chamber is open to the The final mural is a simple illustration
afternoon sky. The afternoon in dark black pigments.
sun beats down upon your The western portion of the
aching shoulders. the mural features
A great roaring waterfall rudimentary drawings that
extends upward into the blue appear to be dogs of various
sky. A deep pool of cool water age, size, and breed. The
hosts dragonflies, eastern portion of the mural
features rudimentary
salamanders,
drawings that
and lily pads. appear to be
cats at
In a mushroom various states
hut at the of play and
water’s edge sleep.
lives Tombert the Gnome.
He is tricky to capture and
speaks only in unsolvable 5. Dog Room
On the dais against the
riddles. west wall is a golden
statue of a labrador retriever. The statue is
The PCs should feel free to take their time guarded by 2 Lions. The Lions attack and
exploring the garden. The sun never fight to the death. Defeating the Lions causes
moves from its afternoon position in the the golden dog statue to transform into an
actual labrador retriever. The labrodor is
sky. Weariness never finds the PCs. The very friendly and likes skritches.
garden is comfortable and welcoming and
no one would blame an adventurer for
settling down in such a magnificent and 6. Cat Room
relaxing place, even if night never visits. On the dais against the east wall is a golden
statute of a plump cat.
If and when the PCs finally decide to move
on, they will find a large ornate door to the The statue is guarded by 6 Wolves. The
south. Be assured it has been there the Wolves attack and fight to the death.
Defeating the Wolves causes the golden cat
whole time. Perhaps the desire to escape statue to transform into an actual fluffy cat.
finally revealed it. The fluffy cat is very pretty and likes to
scratch and purr.
Level 10-15

Rolling Random
1. Fight! 2. Rest.
d10 Monsters d10 Treasure
1 Stone Golem 1 Mimic
2 Blue Slaad 2 500 GP
3 Troll 3 1000 GP
4 3 Phase Spiders 4 Uncommon Magic Item
5 Bulette 5 Rare Magic Item
6 3 Ochre Jellies 6 Very Rare Magic Item
7 Salamander 7 5,000 GP
8 Shield Guardian 8 10,000 GP
9 Otyugh 9 15,000 GP
10 Hydra 10 Legendary Item

3. Investigate....

d6 Scene
3 Night Hags and an orphan
1 child.
Chimera and 3 dwarf
2 hostages.
Cyclops and a rare book
3 collection.
4 Drider and a box of kittens.
Vampire and the rival of a
5 random PC.
A beautiful tea is hosted by a
6 gnome named Tombert.
Manners expected.

4. Dragon!
There is a hoard worth 50,000 GP in this
room.

d6 Dragon
1 Young Blue Dragon
2 Young Red Dragon
3 Young Black Dragon
4 Young Green Dragon
5 Young White Dragon
6 Young Gold Dragon
Level 5-10

The Secret Shrine

A DC 14 Intelligence
(Investigate) or Wisdom
(Perception) check made prior
to reaching the hall corner
reveals the “Wand of Flesh to
Stone” planted in the wall at the
inner corner. A DC 10 Dexterity
(Sleight of Hand) or Thieves
Tools Proficiency check will
remove the wand, disabling the
trap and allow the PCs to
acquire a “Wand of Flesh to
Stone.”
In the event the Priest is
accompanying the PCs through
the hallway, the priest will be
sure to disable the trap without
the PCs noticing.
1. Temple Lobby
This small room features large, soft chairs
and small circular tables. The walls are
adorned with tapestries depicting large 4. The Sanctuary
horned bears devouring elves and humans. This large, impressive room is filled with
PCs are greeted by 4 Acolytes who try to
convince the PCs to leave. When the PCs do 5d6+2 Cultists worshiping a statue of a
not leave, one of the Acolytes opens the door large, horned bear. If the PCs are hostile the
to area 2, introducing the Priest quartered Cultists attack the PCs and fight to the
there to the scene. death.
If the PCs ask the wrong questions, then the The central feature of this room is the large
Acolytes and Priest attack. If the PCs show statue of the cult’s deity on a raised dais.
interest in the cult, the Priest will give them a
tour of areas 3 and 4. This statue is the key to opening the secret
passage ay to area 5. The PCs must
manipulate the hidden lever on the statue
2. Priest’s Office to cause a portion of the sanctuary wall to
This small room is used by the cult’s
lift away, revealing a torch-lit hallway.
leadership to study the sacred texts of their
patron. A thorough search of the office
provides instructions on opening the secret
passage in area 4, a treatise on the 5. Secret Chamber
summoning and appeasement of chain devils, Candles light this dank chamber. The
and 4d10 GP worth of treasure. sounds of chanting Acolytes fills the hall.
In this room, 6 Acolytes have completed
3. Trapped Hall the summoning of a Chain Devil. A pile of
Upon reaching the turn in this hallway, any treasure worth 3,000 GP rests in the corner
creature not wearing the holy symbol of an of the room. Atop the treasure is a shard of
evil deity must make a DC14 Dexterity Saving the Shatterstaff.
Throw or be turned to stone (as “Flesh to
Stone”).
Level 9-13

Catacombs of the Necromancer


This is a maze. Roll a random encounter
every 15-20 minutes to spice things up.
1. Bat Country
The ceiling in this great echoing chamber seems to
wiggle in what little light is cast from the candles
d12 Encounter mounted along the walls.

1 5 Ghouls A breeze rushes through the chamber from area 2. Roll


1d2. On a 1, the candles snuff out. A Bat Swarm lives in
2 5 Skeletons this chamber. The swarm is likely to attack in the dark.
3 5 Zombies
4 2 Ghouls
2. Grandpa’s Casket
5 2 Skeletons Grandpa is a Vampire. Roll a d12. On a 1-3, Grandpa is
6 2 Zombies asleep in his casket. On a 4-6, Grandpa is entertaining a
visitor. On a 7-9, Grandpa is meditating. On a 10-12,
7 5 Cultists Grandpa is having his tea.
8 Carrion Crawler
Grandpa is very likely to attack intruders if awake.
9 2 Bat Swarms Grandpa has a gemstone stash worth 1500 GP.
10 Gelatinous Cube
11 3 Mummies 3. Swamp of Sorrow
12 Vampire PCs who make contact with the swamp waters are
cursed to roll all saves with disadvantage.
PCs who swim to the bottom of
the swamp can retrieve a shard
of the Shatterstaff.

4. Necro-Lab!
This musty chamber
smells of sulfur,
ether, and strange
smokes. Inside,
running from
cauldron to beaker,
is a strange looking
figure. When the
PCs are spotted, the
Necromancer (Mage) grabs a
humanoid skull and starts
talking to it as an old friend.
Two large Flesh Golems rise
off of operating tables and
move menacingly toward the
PCs.
The Necromancer hides
behind his pet golems, casting
spells and monologuing about
grand plans for everlasting
life, but not like Grandpa,
never like Grandpa.
Level 1-10

Dwarf King’s Throne


1. Welcome! 4. The Royal Kitchen
The Dwarf Queen’s adviser greets the PCs in The Royal Baker is frantically tossing
this small, well-appointed chamber. The ingredients into a mixer. The baker has no
adviser is a capable looking dwarf named
Pogo. idea why all of the test cakes taste terrible
and chalks it all up to bad luck and an
Pogo explains that the Queen needs the PCs’ unfair fate.
help and has requested their presence in the
Throne Room (area 5). Pogo will attempt to The truth is that a naughty gnome named
lead the PCS through area 2 to area 5 in Tombert is invisible and hiding in the
order to present the PCs to her royal kitchen. Tombert keeps switching the
majesty.
sugar with Tombert’s patented Super Sour
Power Powder. PCs who trick, bully, or
otherwise persuade Tombert to knock it off
2. Royal Hall receive a vial of the sour powder as a
The royal hall is a busy place. There is a 1-in- reward.
6 chance that a PC bumps into a dwarf
courtier, guard, or worker. Roll this chance 5. Throne Room
for each PC each time the PCs travel through The Queen’s adviser escorts the PCs to the
this area. Bumping into others may front of the line of dwarfs waiting to
complicate the adventure by causing a spill, petition the throne. The Queen looks
an injury, or an insult. relieved to see the PCs and asks them to
convince the King to stop sulking in his
room and to come out and help run court.
3. The West Wing The Queen explains that she has handled
The Dwarf King is distraught and has locked every petition for the past 3 days. She
himself in the west wing. The King does not offers the PCs a reward if they can get the
wish to have visitors and will attempt to King back on the throne so that she can
intimidate PCs. He will not grant anyone take a nap.
entry into the west wing. If the PCs
somehow convince the King that they can
help, or otherwise find a way to cheer the
King up a bit, then the King will open the
door and tell them why he has locked
himself away from court.
The King is despondent because his birthday
is tomorrow and the royal baker seems to
have forgotten how to bake cakes. The baker
keeps trying to bake cakes, and the things
he’s made look a lot like cakes, but nothing
he makes tastes like cake. In fact, it all tastes
rather terrible.
If the PCs really press the King, then he may
tell them that he thinks the royal baker is up
to magical trickery. He may even give the
PCs a potion of “True Sight.”
Level 6-10

Heavy Metal Mutants


1. Surprise! 3. Troll Hoards
Two Assassins hide in this chamber. They Each of the two Trolls kept its own
surprise attack when one of the PCs reaches hoard. Roll twice for each hoard, re-
one of the areas marked “x.”
rolling repeats. Gain all treasure rolled.

2. Trolls!! d8 Treasure
Two Trolls patrol this chamber and attack
1 Box of Crunchy Yums
PCs on site.
2 The Celestial Equation
3 Power Heart Gemstone
4 Pythagoryn’s Pipe
5 Heart of Whilmhelda
6 Leyline Codex
7 Fang of the Scorntail
8 Big Red Button

4. Dragon Nursery
There are three stalls in this
chamber. In each stall lives a
Dragon Wyrmling. There is 1 Red
Dragon Wyrmling, 1 Blue
Dragon Wyrmling, and 1
Black Dragon Wyrmling.

5. Destiny
Inside this large room a Bone Devil
guards a locked chamber.

The fiend does not attack


immediately. Instead, it attempts to
bargain. It offers PCs great power if
they agree to turn and leave.
Suggested Soundtrack PCs that accept the offer are
immediately turned into weird
mutants and gain a “20” Strength
d6 Mix Tape Ability Score. The Mutants are
unable to attack or otherwise target
1 “The Ocean” Led Zeppelin devils.
2 “Losfer Words: Big ‘Orra” Iron Maiden The only way to get into the locked
chamber is to slay the bone devil and
3 “Cloak of Feathers“ The Sword use one of its bones as a key.
4 “Sorceress” Opeth
Inside the chamber is a powerful
5 “Ride into Obsession” Blind Guardian artifact that amplifies and
manipulates the sounds made by
6 “Justinian Code” Byzantine musical instruments.
Level 3-5

Hobgoblin Fortress
1. Killing Field The text assumes a frontal assault and invasion
Five hobgoblins stand guard in the killing by PCs. If PCs employ a more stealthy
field and fight to the death. On the ‘20’ infiltration strategy, then adjust accordingly.
turn of initiative order each round, all PCs
must make a DC 12 Dexterity saving throw 4. Fortress Turrets
or take 4 (1d4+2) piercing damage as
arrows rain down from the fortress walls. The door at the base of each turret is locked,
behind which a spiral stair leads 25 ft. up to
the top. On each turret is stationed 2
2. Parade Grounds hobgoblins regardless of time of day. PCs can
Given the fact that the fortress is being
invaded by the PCs, it is very likely that put a stop to the relentless rain of arrows in
this area is filled with hobgoblin areas 1 and 2 by dispatching the hobgoblins
defenders. At least 4 hobgoblins and 4 on the turrets.
worgs attack the intruders on sight and
fight to the death. On the ‘20’ turn of 5. Champion’s Quarters
initiative order each round, all Pcs must This spartan ready room serves as the office,
make a DC 12 Dexterity saving throw or
take 4 (1d4+2) damage as armory, and bedroom for
arrows rain down from Gugtar, Hobgoblin Champion.
the fortress turrets
(areas 4). One magic weapon of the
DM’s choice is in this room
along with a major quest item
3. Barracks and 250 GP worth of treasure
This is where the and trade goods.
hobgoblins sleep. Given
the invasion by PCs, it is If the PCs invaded the
likely these rooms are fortress, then Gugtar is not in
empty save for cots and his quarters and is instead
footlockers. Each leading the defense of area 2.
chamber houses 4 cots
and 4 footlockers. Roll Feature
1d6 for each footlocker. Monster:
Re-roll repeats. Keep all
treasure rolled. Gugtar, Hobgoblin Champion
Medium Humanoid (Goblinoid), Lawful Evil
AC: 17 HP: 39 (6d8+12) Speed: 30 ft.
Str: 15 Dex: 14 Con: 14 Int: 12 Wis: 10 Cha: 13
d6 Treasure Senses: Darkvision; Passive Perception: 10
Special: Martial Advantage: Once per turn
An unfinished Hobgoblin short deal extra 10 (3d6) damage to creature hit
1 story.
with a weapon attack if that creature is
Racy drawings of famous within 5 ft of an ally of Gugtar that is not
2 Hobgoblin warriors.
incapacitated.
3 Deck of marked playing cards.
Action Surge: On Gugtar’s turn, he can take
Matched pair of ornamental an action in addition to to the normal action
4 allotted him. Recharge: 6.
silvered daggers.

5 Jar full of 10d10 silver pieces. Actions: Multiattack: Gugtar makes 2 maul
attacks.
6d6 GP worth of Jitterroot, a Maul: Melee Weapon Attack, +4 to hit, Reach 5
6 ft., One Target. Hit: 9 (2d6+2) bludgeoning
powerful and illegal narcotic.
damage.
Level 8-11

Descent into Madness

1. The Spiral Descent 4. Font of the Observer


This dimly lit, winding tunnel meanders This eerie chamber is lit by an aquatic glow.
downward, leading PCs deeper below the The glow emanates from a single fountain in
surface of the earth. PCs will immediately
become disoriented by the glyphs and the far corner of the room. The fountain
drawings scrawled all across the walls. holds clear water that smells and tastes clean
Upon closer inspection, the markings and fresh. The water appears to shimmer
appear to shudder and writhe. with a green light. Any PC that consumes
water from the fountain is immune to fire
PCs must make a DC 18 Wisdom saving
throw or gain 1 level of exhaustion. The based damage for the next 12 hours.
DM is encouraged to play up the extreme
feelings of insane horror experienced by 5. Nothing is Free
PCs during their lengthy descent. This is the chamber of an Efreeti. The Efreeti
has been studying the being in area 3 for
centuries.
2. Fork in the Tunnel The chamber is piled high with scrolls, books,
The tunnel levels out here and PCs are
maps, and magical items. If PCs attempt to
presented with a choice to continue the
steal anything the Efreeti will attack and
descent to area 3 or to turn left to areas 4
defend its collection. Otherwise, PCs may
and 5.
treaty, bargain, or plead with the Efreeti. The
All PCs who failed the Wisdom saving Efreeti has information that can help the PCs
throw in area 1 will refuse to continue immensely. If negotiations become hostile at
descending into area 3. Said PCs will any time, then the Efreeti attacks the PCs.
attempt to convince other
PCs to turn left by whatever
means said PCs find most
persuasive. Particularly
violent PCs may even attack
their friends.

3. Pit of
Insanity
All PCs that venture any
further down the tunnel
toward area 3 are doomed.
The DM is encouraged to
place their favorite great
old one, purple worm,
tarrasque, or other
unstoppable horror at the
bottom of this pit.
No PC who chooses to turn
right at area 2 and descend
into the Pit of Insanity
survives this session.
Level 1-5

Snapjaw Cavern
1. Cramped Tunnel 5. Grisly Sacrifice
The stench in the tunnels is Jabtail, Gnoll Shaman oversees a diabolic
overwhelming. Odors of burnt hair, rotten proceeding in this foul smelling chamber.
meat, and fresh dung assault the PCs’
senses. PCs must make a DC 15 Three gnolls join Jabtail in guttural barking
Constitution saving throw or take 1 level of chants.
exhaustion.
Just as the PCs arrive, Jabtail thrusts
downward, both paws grasping a jagged
ceremonial dagger. The victim shrieks for
2. Echo Chamber help!
This enormous cavern chamber is
unoccupied. Gnolls posted in areas 3, 4, The PCs are attacked for interrupting the
and 5 bark, laugh, and shout into the ceremony. The jagged ceremonial dagger is a
chamber. The terrible noise echos in the powerful magic item that carries a terrible
PCs’ heads. PCs must make a DC 15 curse.
Wisdom saving throw or take 1d10 psychic
damage. Feature Monster:
Jabtail, Gnoll Shaman
Medium Humanoid (Gnoll), Chaotic Evil
3. Cages AC: 15 HP: 30 (4d8+10) Speed: 30 ft.
Three gnolls guard the humanoid Str: 12 Dex: 12 Con: 10 Int: 6 Wis: 14 Cha: 7
prisoners locked in the cages in this room. Senses: Darkvision; Passive Perception: 12
The caged humanoids beg PCs to set them
free. Special: Rampage: When Jabtail reduces a
creature to 0 HP on its turn, Jabtail can take a
bonus action to move ½ speed and make a
bite attack.
4. Snapjaw Kitchen Actions: Bite: +4 to hit, 5 ft. Range, Hit: 4
Two gnolls stand over a large black pot (1d4+2) piercing damage.
balanced on a small cook fire. The
Spellcasting: (as Druid)
gnolls take turns tossing
Cantrips: Poison Spray; Produce Flame.
slimy green meats into the
Level 1: Entangle; Thunderwave.
stew. Flies buzz around
Level 2: Flaming Sphere; Gust of Wind.
piles of rancid meat
stacked around the
corners of the chamber.
A carrion crawler naps at
the base of one of he
disgusting stacks of meat.
Level 6-10

The Transdimensional Serpent Lord


1. Cosmic Vortex
The PCs are swept into an infinite cosmic
vortex. Dark purple ripples of dripping
splatter shift reality. The air hums with
power.
PCs are floating in a space between
dimensions. They may find it hard to
move about. The longer the PCs spend in
the cosmic vortex, the stranger the
experience becomes. Eventually, one or
more of the PCs may receive a vision, a
riddle, or some insight into the way out of
the vortex and into the lair of the
Transdimensional Serpent Lord.

d4 Cosmic Insight
Crystal scaled snakes crawl out of the non-dimensional void space, ensnaring the
1 PC’s ankles and dragging the PC down through the floor of the vortex and ripping a
hole in the stability of the cosmic chaos. All PCs fall 10d10 feet into area 2.
Voices echo through the PC’s mind. Each says the same thing, “Let go.” If the PC is
2 able to achieve a meditative state amidst the cosmic chaos, then all PCs will be
instantly transported into area 2.
Random geometric patterns of terrible asymmetrical design violate the PC’s sense
3 of sanity. The PC starts babbling randomly in a voice that is not their own. The
babbling becomes a chant that magically transports the PCs to area 2.
The dripping purple ripples kaleidoscope into a swirling pattern of neon. The PC
4 sees the center of the swirl as a small unlocked door that leads to area 2.
2. Chamber of Scales 4. Chamber of Serpents
This large chamber is covered in PCs may notice that the floor here radiates
multicolored reptilian scales. The floor warmth. They may also notice that parts of
moves under the PCs feet and they may the floor move in strange rhythmical ways.
find it hard to balance. PCs must make a This chamber houses 3 Swarms of Poisonous
DC 18 Dexterity saving throw or fall prone. Snakes and 2 Giant Constrictors. The snakes
attack PCs that attempt to enter area 5.
The entire floor in this chamber is a giant
weight balance mechanism. If the PCs 5. Chamber of Secrets
gather too closely together, then the floor The walls in this chamber move in multi-
shifts and the entrance to areas 3 and 4 color swirls. PCs feel uneasy with the strange
cannot be accessed. If the PCs spread their sights and surroundings and must make a DC
weight evenly across the floor, then the 15 Wisdom saving throw or gain one level of
floor will be held steady enough for 1 or exhaustion. The Transdimensional Serpent
more PCs to reach the entrance to areas 3 Lord is an ancient Mage, as insane as he is
and 4. The hallway between areas 3 and 4 powerful. He shouts at the PCs and demands
contains a large lever that locks the floor they leave his personal pocket dimension
in place. immediately. When PCs do not comply, the
Serpent Lord summons 2d6+3 Giant
3. Chamber of Silence Poisonous Snakes to defend him as he starts
This small room is completely silent. A casting spells at the PCs. On the “20”
small crystal orb sits in the center of the initiative turn every round, the Serpent Lord
room. A permanent silence spell effect fires his Stasis Ray at one of the PCs. A PC
radiates out in a 20 ft. radius from the orb. targeted by the Stasis Ray must make a DC 15
The orb can be removed from the room Dexterity saving throw or be paralyzed for
and the silence effect will travel with it. 1d4 rounds.
Notes
Notes
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Warriors of Eternity is a
revolutionary table top RPG
inspired by your favorite old
school action fantasy cartoons.
Build a team of heroes to
protect the Power of Eternity
from the vile corruption of Evil.
The Quick Start Test (QST)
Rules are available now at
fishinthepot.itch.io.
For more information, please
visit warriorsofeternity.com.

fishinthepot.blog
15 Low Prep Adventures
Collected in a Single Volume

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