2024 Compendium
2024 Compendium
2024 Compendium
Circle
Designing dungeons and games takes effort, creativity, and determination. Condensing it all
into a single page requires even more thought and care due to the restrictions of the format.
Crafting a small dungeon is no small feat. Whether this was your first submission or your
tenth, you are to be commended. If you haven’t made a one-page dungeon, I invite you to
join us for upcoming contests.
A special shoutout goes to Bogdan for creating the beautiful cover art that graces this
compendium. His work perfectly captures the spirit of this year’s theme, “Full Circle.”
This year, we were honored to have a fantastic panel of judges to help guide us. A heartfelt
thank you to Martin, William, and Chad, who meticulously reviewed the entries, and to Steph,
our Youth Specialist Judge, whose expertise and insight were invaluable. Special thanks
to Jim, our Qualifying Judge, who ensured that each submission received the attention it
deserved.
Judging this contest was no easy task. The deliberations went on for hours as the judges
weighed the merits of each submission. The creativity and quality of the dungeons were
simply outstanding, and selecting winners was a difficult decision. In the end, the judges
chose Findlay’s Lamp Emporium by Mister Rees and Death Skull Mayhem by Edward Pun as
this year’s co-winners, both embodying the spirit of adventure and ingenuity.
We also want to recognize Recursive Transit by Josh Domanski, which was awarded Best in
Theme for its clever interpretation of “Full Circle.”
Among our talented youth participants, we congratulate Time Troubles for taking the top spot
in the Youth-Teen category, and The Book of Wisdom for winning the Youth-Kids category.
The dedication and creativity displayed in this year’s contest were nothing short of inspiring.
We hope that the dungeons within this compendium bring joy, challenge, and new adventures
to your gaming table. Congratulations once again to all participants, and we look forward to
seeing what incredible creations await us in the future!
Onward,
- Todd
Judges
William W. Connors
William W. Connors is a multiple award-winning writer, designer, and artist who’s been
working in the gaming industry since the 1980s. Best known for his horror and sci-fi work,
he was a member of the original Ravenloft team at TSR and created the critically acclaimed
SAGA system and Masque of the Red Death campaign setting. He created the Brain in a
Jar, which is obviously the best monster ever.
Martin Thomas
Martin has been playing tabletop RPGs since 1981 and is currently running two D&D
campaigns, including a Moldvay Basic campaign for his 15 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-breathing chickens, and Minotaurs with god complexes,
Chad enjoys sharing all variety of arcane and nerdly knowledge with his fellow roleplayers.
Qualification Judge
Jim Reavis
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 Pathfinder. Jim is a published author who enjoys reading
George R. R. Martin, Terry Goodkind, and Brandon Sanderson.
Support
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.”
“
About the cover
Those pesky imp employees have A superhero one shot in the form of a
overrun the Lamp Emporium and comic page, where each panel is a
evicted the business owner/wizard. He “room” which describes the location
will pay market price to some brave and event that the player can interact
adventurers who can infiltrate the with.
tower, suppress the revolution, and
recover his assets.
Theme Winner
Recursive Transit By Josh Domanski
A modern horror time loop. The train your party is riding in has slipped into the
liminal space between the shadows of reality, traveling the same segment of
track on an endless loop.
Francois de Javous has lost his very important keys and needs you to find them while
racing against a time loop.
Honorable Mentions
Locally Sourced Horrorseed & James H
The time wizard Francois De Javous (Déjà vu) has called the adventurers to his pocket dimension so that
they can assist him in locating some very important objects that he has lost. Convey to the players that
time magic has taken its toll on his mind and he is quite forgetful. He often forgets not only where is he
but when he is within time and even his own timeline. He tells them that it seems that he has lost all of his
keys, but not the key ring. These keys are quite important, because without them, Francois cannot perform
the rituals that preserve time. He has forgotten when he had the keys last, but he gives them a map of his
home, as he often forgets what building is what. There are three main locations of interest on the map: the
house, the lab, and the forest. Other locations include a pond, a library, a small garden, a sheep pen, an
outhouse, and a once neat lawn. He also tells them that there are 4 keys. Finally, Francois gifts them each
a key detector that beeps when they are within 20 feet of a key and gets louder and faster when they get
closer. Francois’s pocket dimension is in a constant time loop between 6:00 p.m. and 7:00 p.m., when it
hits 7:00, time loops to 6:00 and all keys return to their original locations.
The House
The house is a white stone mansion with two floors, there is a key in a rodent’s nest somewhere in the
house along with other treasures. The mouse knows that the key is valuable and is defensive of it at first,
but it is willing to sell it to the highest bidder. (players, fairies, or brownies)
The Lab
The Laboratory is a messy building with bubbling potions and bottles connected by tubes along side
clockwork windup inventions. There is a key here hidden within an automaton. When the characters
attempt to retrieve it, the automaton wakes up and questions them about why they are trying to reach
inside of his clockwork body. If the characters fight it, the other automatons wake up and join the fight.
The Forest
The forest is forever in the shadows of its towering redwoods and pines. There is another key here
somewhere along the path leading to a clearing that the wizard sometimes performs rituals. The key is
hanging from a branch of a tree or bush and is partially concealed by leaves and branches. Just as the
characters are about to grasp it, it is snatched by a fairy and hidden deeper in the forest, this happens three
times until they can finally retrieve it from 40 to 50 feet up a tree.
The Outhouse/Lawn
The lawn is covered with leaves, branches, and trinkets that Francois probably dropped and forgot about.
There is a key here that is protected by “playful” fairies that stole all of the keys and hid them. The fairies
are actively trying to protect the key from the brownies and are in combat with them over it. The key is
constantly changing hands and moving around. Emphasize this by having it change locations every turn.
After 3-5 rounds, it ends up in the outhouse in the toilet unless the characters can retrieve it before it ends
up there. Both factions are willing to talk about giving up the key but if you tell the fairies that you intend
to return them, they will attack and ignore anything you have to say. If you tell the brownies that you want
to keep the keys or hide them, they will ignore you and attack. This section could either be flavored as
combat or a skill challenge to obtain the key, just emphasize that they are viciously fighting for it.
The Factions
The Brownies are trying to help recover the keys for Francois while the Fairies are hiding them.
Here We Be Monsters
A village is plagued by a constant stream of
1 Entrance
An ancient, stone tower overgrown with vegetation marks the
entrance to the dungeon. There are other adventurers stationed 1
outside to defeat emerging monsters and work up the courage to delve
violent monsters emerging from a dungeon just
within. The party may help or witness the defeat of a monster before
outside of town. The village has posted fliers on
enterring, or meet a rival.
all local quest boards begging for help from brave
and heroic adventurers, yet none have succeeded
in stopping the endless waves of monsters. Little
do aspiring adventurers know, the monsters
within the dungeon may truly be the friends you Arrow trap... But the
arrows are illusions.
made along the way... 2
rsed...
You
The Dungeon is a Curse.
cu
ha
ve now been
2
Once an adventuring party descends the stairs
into the dungeon, an illusory curse changes their The Library
appearance into that of horrible monsters. The The walls are lined Hidden passage through a
curse disguises their attempts at communication with dusty bookshelves full rotating bookshelf...
into growls, roars, and physical threats. To of ancient tomes on illusory
other members within their same party, the magic. A group of monsters
(adventurers) emerge into Hidden Catwalk
cursed individuals look and act as normal. Their
monstrous appearance and mannerisms are only the room through a rotating
perceived by others. The only way to know you are bookshelf. They immediately
cursed is to observe your reflection, which will be attack, and one will drop the 3
that of a monster. After a cursed individual dies, handheld mirror in the fight.
their bodies and equipment burn to ashes, leaving
3
them unidentifiable.
The Pitfall
A grid of tiles makeup the floor in this room. Only one tile in each
Other Adventurers Before Us.
creaky stairs...
row is safe to step on, as the others will collapse when weight is applied.
Previous bands of adventurers have attempted A pit of spikes is waiting patiently for an unlucky misstep.
to delve into the dungeon. They either were • A hidden catwalk 30 feet above the tiles bypasses the trap, but is also
killed by traps or other adventurers (confusing a way to help or hinder challengers below. The reflection of the tiles
each other as monsters), or decided to turn back. in the handheld mirror reveals the correct path forward. The catwalk
Once escapees left the dungeon, they appeared is enchanted to be unseen from below.
as horrible monsters to others, resulting in them • In the party’s first encounter in this room, a rival group of monsters
being hunted or run out of town. All monsters that (adventurers) will attempt to sabotage their progress from the
remain within the dungeon are cursed individuals hidden catwalk above.
trying to find their way out. These adventurers
trying to escape may or may not know of the
curse, which will affect their behavior. 4
4
assume each room is repeating itself, and a new
set of adventurers is exploring behind them. Balance
Remember, everyone in the dungeon is cursed to The floor of this room pivots on an axle at its center,
appear and act as a violent monster! like a giant teeter-totter. Oil coats the floor, making the
terrain difficult to move through without slipping. Both
sides of the room must stay in balance round-per-round or
swinging axe trap
What Types of Monsters? the occupants risk slipping into a deep pit of oil.
The type of monsters the curse disguises occupants
• On the party’s first visit, a group of monsters enters
as can be determined by the Game Master. It
from the other end of the room. They are cursed, but
should be a monster that is roughly the same size/
they have discovered the truth of the illusion, so they
figure of a humanoid creature, but is flexible to fit
hesistate to attack. One holds the handheld mirror, but if
within any system or universe. To keep it simple,
they slip or are defeated in combat it is dropped.
GMs can use their chosen monster’s statistics to
• On the party’s return visit, the roles reverse, and they
design combat encounters.
witness a new group of monsters (adventurers) enter
from the other side.
1. Reception. A fiendish woman 3. Massage room. Three ghoul staff 6. Staff room. A sign on the door
behind a small wooden desk. A stone members kneading the back of a large reads “staff room”. Inside a large staff
table against the east wall with neatly dozing minotaur on a stone table. with a glowing orb is jammed in the
folded towels. A pentagram carved into Shelves filled with oils, candles and a floor. It spreads foggy necrotic energy.
the stone floor, two petrified hands bottle of poison. Four cultists bow down before it.
stand on two of its five points. • The minotaur. Will get angry if his A ghoul staff member whips the cultists
• The hostess. uninterested, lazy and massage is disturbed. with a bundle of sticks as they chant in
easily annoyed. • The ghouls. One has a key on its an ancient tongue.
• Visitors are required to check-in belt. He will trade his key if you • The ghoul. Will not hand over his
and grab a towel. If they don’t, the hand his sappy love letter to the key. Asks cultists to defend him.
woman calls security (4 ghouls) and receptionist. • The cultists. Do not want te be dis-
then vanishes. turbed while they’re “relaxing”.
• The pentagram. Is a teleportation
4. Steam room. Tiled, blue and
circle. It requires three more keys
white mosaïk benches against the walls. 7. Sauna. A smoldering coal golem
(petrified hands) to complete the walks around pouring water on bra-
A water elemental and a fire elemental
circle and make it work. ziers filled with burning coal. 3 fiendish
are in an eternal fight in the middle of
the room, creating hot steam. creatures relaxing on the benches.
2. Swimming pool. Murky, thick, • Those who intervene join the fray. • The golem. Attacks anyone who
dark red water. Two demons swimming makes noise or is without a towel.
playfully. A ghoul staff member fishes
5. Hottubs. Three bubbling pools of
dead fish out of the pool with a net.
foamy water. A naked wizard sips a (8. Return of Baphomet.) If the
• The demons. Ask PC’s to join them tropical drink next to 3 skeletons in one party is still in the bathhouse after 3
in the pool and play a deadly game. of the pools. (real life) hours of searching.
• The ghoul. Wears a petrified hand The demon lord Baphomet comes to
on a chain (key). Will sell it for • The wizard. Demands to see some check up on his business and finds
100gp or else call security. impressive magic or sends his there are intruders in his bathhouse.
skeletons to attack.
https://creativecommons.org/licenses/by sa/4.0/
Over the Moon
A group of archaeologists uncovered ruins of a dungeon that was built to honor the
GM Overview:
Moon God. But once the doors were opened, the cheese offerings were exposed to Long ago this dungeon was invaded by rival
open air and started to go bad. You are on the clock as the phases of the moon cultists. They summoned evil monsters and
slowly change into the visage of the Moon God. If the dungeon isn’t sealed off in drove everyone out in a hurry. At the last
time, the moon will turn into a Munster and attack the planet! moment the temperature was lowered to
preserve it for as long as possible. The
dungeon can be resealed and preserved by
pulling the lever in the brine room to flood
the dungeon with brine. The players must
do this before the moon completes the
cycle and the moon god awakens.
Moon Gauge:
Start with all moon phases covered. Every
time the players change rooms, roll a d6. On
Events: a 5 or 6, increment the counter. If the players
1: Ambushed by Sentient Fondue. Splits don't start the sealing process before the
into two when it dies, but only once. center is revealed, the Moon God awakens.
2: The dungeon quakes. One passage The meter should be visible to all players.
way becomes filled with debris and
impassable through regular means. Credits:
3: Ambushed by a Giant Cheese Mite. It
shoots spray cheese that renders one Created by James and Mateusz
of Moose Castle Media
immobile while covered.
4: The mold overtakes much of the X (f.k.a. Twitter): @Moose_Castle
dungeon. Breathing becomes difficult
and rations start spoiling.
https://creativecommons.org/licenses/by-sa/4.0/
10. A
laboratory for gene mixing on plant seeds, miscella-
neous experiments and research both successful and
LOOT
11. W
ithin the shelves, sit various plant life frozen in meticu-
Pickle Sickle lously labeled jars. This room has all kinds of plant seeds and
(coated in acid and herbal remedies. Any spell components that involve organic
for double damage matter can be found preserved here.
to plant creatures)
12. A
venus fly trap sits in a large pot in the center of the
room with gold in its mouth (1000g). If gold is grabbed from
Bottomless Watering Can 15 12 9 the mouth, a second mouth on the pot of the monster appears
(add any liquid and create and bites at the foot off the thief (an even trade, of course).
an effect on a watered object) 10 13. A
small toolshed with mundane items used in the garden.
Beacon
Beacon
Output is opposite of input:
Unlit brazier above A current flows if no current in.
deep quicksilver pool. Crystal wall C with hairline
When lit, light reflects crack blocks path. Smashing it
One-way force field off huge curved mirror and XOR NOR releases magic blue smoke &
guards treasure horde: generates current flow. Metal disables inversion effect.
XOR Gate
2048 electrum coins Muncher 3d6 Wire Flies
Lightning Bugs Ball Lightning Magic Blue Wire Flies Metal Muncher Lead Blob
6' long beetles. Glowing 3' wide balls of light drift Smoke Swarms of metal 10' tall beast with 4 arms & legs. 15' tall, 20' wide blob.
carapace. Lightning arcs slowly & bounce off walls. Poisonous & acrid. insects with razor Eats metal, but bored of copper Slow & easy to hit,
between pincers: bites Deadly shock on contact. Adventurers better wings. Deal death diet. Will demand coins, armour but tough & hits hard.
shock & paralyse victims. hold their breath! by a thousand cuts. & weapons. Encouragment can Prolonged contact is
Playtesters: Briana, Katrina, Robert. Proofreaders: Cameron, Elizabeth. CC BY-SA 4.0 (creativecommons.org/licenses/by-sa/4.0) convince it to attack lead blob. poisonous.
The Sphere of Avantarr
By John Nash https://creativecommons.org/licenses/by-sa/4.0/
The sphere of Avantarr has rolled across the crystal plains, 2. Locked metal cage suspended by chains in centre of
crushing everything it encounters, for hundreds of years. Now room. Contains an egg sized, finely cut diamond.
it veers towards the town of Grushfold and someone needs to
3. 6 Giant Black Widow Spiders lurking. Loud, rhyth-
stop it (or steer it onto Feldton, no one likes that place).
mic banging can be heard from area 8.
4. 4 Clockwork Skeletons putting silver bearings into
the top of a metal canister, only for them to fall out
through a hole in the bottom.
5. 9 Giant Bats roosting on the walls.
6. Sealed metal tank mounted on a gimbal so that its outlet
tap always points down. Purple crystal bowl strapped
to the side of the tank.
Tank contains acid. Bowl is magically acid proof.
7. Locked. Stacked canisters of oil. One canister contains
a gold sextant.
8. Cart horse sized, brass gears mesh together, blocking
centre of chamber. One gear tooth missing, providing
brief, periodic opening.
9. Locked. Piles of incomprehensible machine parts.
Heap of diamond bearings hidden at bottom of the pile.
10. Series of pigeon holes containing rolled up blueprints.
One hole contains a scroll of spells.
11. Locked. Malfunctioning, spinning Clockwork Skele-
ton.
12. Spare mechanical arms strapped into shelves.
This is a vertical map. Each square is 10’. Walls are metal 13. Avantarr the Clockwork King sitting on a gyro-
and covered in hand holds. A: Water cisterns. B: Water tight scopic throne. 4 Clockwork Skeletons.
inspection hatches. C: Wall/floor spikes. 14. Locked. Leaking oil pipe. Floor and walls slick with oil.
The sphere moves by pumping water into one of four cisterns. Standing on a loose floor plate ignites the oil with a
Opening an inspection hatch in the lower half of the sphere, spark.
floods that section of the sphere, stopping the sphere from
moving until Clockwork Skeletons refill the cistern. 15. 10’ long loop of punched tape, feeding into a pump. Wa-
ter pipes run from pump to cisterns.
Punch tape is entangled and no longer feeds into the
Rotation pump. Untangling it causes the sphere to return to its
previous path across the plains.
Every 20 minutes (or when inconvenient for the PCs) roll 1d4.
1: Rotate the dungeon 90◦ clockwise. 2: Rotate the dungeon Doing 20 hp of damage to the pump stops the sphere,
90◦ anticlockwise. 3: Flip 180◦ . 4: Nothing. but summons 6 Clockwork Skeletons to fix it.
Third Room
The monkeys didn’t like the
humming sound of the two portals,
so they didn’t delve much deeper
intov the dungeon. A few small
monkeys mess up with the
Second Room players when they try to figure
Here is the first encounter out how the portals work.
with the Monkey Boss and a
couple of small monkeys. Portals
They attack anyone on sight. When someone or
Before being defeated, the something enters a
Boss flees (will return portal, it appears
later), dropping the Red through the other one.
Fragment he was Momentum is
holding.When the preserved but
Purple Fragment is Rolling boulder direction is resetted
retrieved, the heavy to the portal’s
rock gate slides into Fragment direction.
pedestal
the ceiling, as if normal
gravity inverted. Fourth room
Here the Gravity Shift
changes at maximum
First room frequency, (once per
The players experiment round), so it’s hard to
the shifting gravity for reach the fragment.
the first time. When the heroes enter
The Artifact Fragment is not the room, a boulder is
on the pedestal and the door released, and follows gravity.
to the next room is open. If it collides with a creature, it
Gravity shift deals massive damage.
The direction of gravity Gravity here should shift so the
changes periodically all boulder hits the “Cracked Wall” as
throughout the dungeon, soon as the heroes reach the
pushing every creature and pedestal and complete the artifact.
object in that direction and The rock hits the wall, destroying it,
dealing falling damage. The Final battle and the hero holding the artifact
GM can manually choose a Now the Gravity Monkey is enhanced looses grip of it. The Monkey Boss,
cardinal direction or roll a 1d4. and stronger than the first time. He who is in the first room, takes the
Frequency of change increases Entrance can shift gravity once per turn and artifact and embeds it in his face like
the deeper you delve. Resetting Here should be the Artifact frame, but can summon portals at will. This a crown. Then he becomes the
gravity after every change or someone took it. This map can be allows him to redirect the Boulder Gravity Monkey and the final battle
not, is up to the GM. Creatures combined with our Modular Dungeon towards the players. There can only starts.
can grab an edge or object collection to make the dungeon even be two portals at once, but he can
they pass by as a reaction to bigger or improvise it as the players change the position of one of them
avoid receiving damage. explore. instead of summoning a new one.
The first and fourth rooms are most
Monkeys likely where the final battle will occur.
All monkeys are very agile When the boss is in possession of The boulder is still rolling, so
and strong creatures. They the Gravity Circle Artifact, he evolves positioning is key in this battle.
are very good at balancing into the Gravity Monkey, and unlocks:
and jumping between - Summon Portal
Reward
obstacles, so they rarely - Summon Monkey
When the Gravity Monkey is
miss a grab. - Gravity Shift (1d4)
defeated, the artifact can be teared
Attacks: Claw, Bite, Bottom
off his face. The holder can, at the
Bump (poison).
GM’s discretion, do any of these:
Abilities:
- Change gravity of the holder (1d4).
- Push Boulder
- Change gravity of an area (1d4).
- Demoralizing roar
- Summon/change portals (2 max).
- Throw dung
- Use it as a Bag of Holding.
Grab the HD Battlemap, all individual assets, the Animated Tokens, the Illustrated Creatures and the Foundry VTT ready-to-play module at www.patreon.com/TheDungeonArchive
https://creativecommons.org/licenses/by-sa/4.0/
The time mage Mephestino has inadvertently set a blight upon the landscape.
Using powerful time magic, he has created a temple to entrap an ancient evil
power. Unfortunately for the neighboring people, this powerful magic has a
hefty cost; it causes all of the foliage for miles to age rapidly. Anything planted
on the landscape goes through its lifecycle within a day’s time, leaving the soil
barren and marred by death.
01. Entryway Pulling the statue’s arm down: 08. Frozen Angel
Two tall onyx statues flank ivory doors. causes a wall segment to slide, revealing a Unlit room, noticeably colder than the
Dimly lit by wall sconces. secret passage. surrounding rooms.
» The doors slam shut, magically locked 05. Small Keep » Two unlit sconces stand in front of a wall
after entering, blowing out the sconces. Unlit room, covered in a thin layer of dust. of ice with an angel statue frozen inside.
» A massive relief of a human fighter is on » An emerald gem sits on an altar at the
By: the floor; a giant golden inset is where » Altar holding an amber gem. north end of the room.
Anthony
J. Zinni 06 N the eye should be. » Treasure chest, containing a magic item
and a trivial amount of coinage. Lighting the sconces: causes the ice to
Placing the gold gem in the inset: melt, revealing a secret passage. A healing
will open the doors to the temple, allowing 06. Formal Room potion sits at the angel’s feet.
the characters to escape. Well-lit, magic users can sense extremely high-
level magic focused on this room. 09. The Pit
02. The Crystal Shard Complete darkness, silent.
Naturally lit room, light pours through » A golden gem sits on an altar surrounded
05 stained glass windows flanking a throne. by treasure inside a cage of magically » An eighty-foot deep pit makes up most
of this room; skeletons with shattered
S S bonded bars.
L » A two-foot-tall bell sits on a large » A small, youthful figure is lying on bones lay at the bottom.
08 platform in the middle of the room.
» A giant crystal hovers above the bell, the
the ground facing the altar. It does not » An aqua gem sits on an altar at the west
end of the room.
respond to any attempted contact.
L 07 04 shadow of a body is suspended inside. » Four colored slots surround a large 10. The Orc King
RINGING THE BELL: causes the crystal crank on the wall (amber, emerald, aqua, Naturally lit room, light pours through
to shatter, injuring anyone on the platform and violet). stained glass windows flanking a throne.
and releasing a skeleton wearing a crown. » Six large sculptures of fighters flank the It reeks of stale blood and smoke.
putting the skeleton on the edges of the room.
S » A massive orc is sitting on the throne,
throne: causes its mouth to open wide, Placing the gems: unlocks the crank, wearing a clockwork crown that holds
releasing the violet gem held inside. allowing it to be turned. an indigo gem in its center.
09 03 03. Pool Room Turning the crank clockwise: » d6 orcs sit in front of the throne, feasting
Unlit room, the air is humid. slowly lowers the bars. A loud grinding on a deer that they have roasted over an
noise can be heard from the passage. After open fire in the center of the room.
11 » Injured characters entering the pool for ten rotations, the characters are ten years
the first time heal a minor amount. older. Inside the cage, a huge, burly fighter 11. The Passage of Time
» A red gem sits on an altar on the opposite taunts the characters, animating the Dimly lit passage with heavy stone walls.
side of the room. statues in the room and initiating combat. An arrow is embedded in the floor pointing
inward. The column in the center holds a
04. Goblin Games 07. Worship Room compass pointing north. Each of the ornate
10 02 Dimly lit, smelling of sulfur and ash. Bits of Dimly lit, smells like candle wax, old paper, doors surrounding the passage is painted in
01 burnt, broken furniture surround the room. and incense. a unique color.
» d8+2 goblins are playing a strange » A massive painting of angels of mercy
game where they hit each other with the When the characters enter a room, the
flying above a battlefield. passage spins in the shortest direction
furniture inside. They turn and playfully » Two sets of statues flank the painting; all
hit whoever first enters the room with a so that the arrow aligns with that room.
but one have their hands in prayer pose. As the passage moves, a loud grinding
wooden chair. » Large indigo relief on the west wall has
L = Locked Door One Square = 5' » A large crimson relief is on the wall at noise can be heard coming from it.
S = Secret Passage an inset in the center of it. The characters age a year for each door
the northeast end of the room. It has an
inset in the center of it. Placing the indigo gem in the wall: the arrow passes, moving clockwise.
» An enormous painting of a battle is causes the relief to split and slide open. The characters become a year younger
flanked by two sets of statues; one has its Investigating the statue not for each door it passes in the counter-
arm extended, holding a sword. praying: a small lever is hidden behind clockwise direction.
Placing the red gem in the wall: this statue; pulling it reveals the secret
Published under CC BY-SA 4.0
revivifygames.com causes the relief to split and slide open. passage on the east wall. https://creativecommons.org/licenses/by-sa/4.0/
VICIOUS CYCLE
by Justin Evans
The
Start Here! Grimwreath
Woods
Fairy Ring
Greenheart
Greenheart embodies the forest, but
The Cycle he has no love for the Fey. Perhaps a deal
can be made if the adventurers prove themselves. He
Every ten years a group of adventurers is could even lead them to the Tomb of the Dragon Rider. If they
chosen to make an offering at the Fairy Ring. The choose to fight, however, they will find his antlers as sharp as spears.
favor of the Fey keeps the village protected from a dragon
named Grondelmere who hunts these lands. But, the Fey are fickle
and only the antlers of Greenheart, the mythical stag, will convince them
Grondelmere
that you are worthy of their blessing. You must find Greenheart deep within Grondelmere is almost godlike in his strength and power ... and with that
the Grimwreath Woods and convince him to part with his antlers one way arrogant. Encountering him is a challenge of skill to outwit or outrun him
or the other. With the dragon circling overhead, can you hunt down Green- as the wilderness explodes into flame. If the adventurers have the Sun-
heart and make it back to the Fairy Ring before the dragon finds you? Or derhorn then Grondelmere will pause if it is sounded, remembering his
is there some other way to break this vicious cycle? glory days. Perhaps a bargain can be struck or a new rider can be chosen?
Created by Justin Evans under a Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) license (https://creativecommons.org/licenses/by-sa/4.0/)
Ring of Fire by Jason Cottom
The dragon named “The Cinder Queen” has been slain.
Your party’s plan to lure the beast out of its lair has
worked. Now it’s time for loot.
It takes a full day to reach the caldron of the volcano that
was the home of the afore mentioned red dragon.
After taking a quick rest your party agrees it’s time to
get your just rewards.
https://creativecommons.org/licenses/by-sa/4.0/
Eternum
Setting:
The game is set in an ancient, circular underground labyrinth known as the “Eternum”. The
labyrinth is rumoured to be the dwelling place of a mythical creature that guards something
legendary McGuffin.
Objective:
Navigate through the labyrinth, overcome any challenges, and retrieve the whatever the
creature is guarding.
Gameplay
Entrance (Start)
The players start at the entrance of the labyrinth. They need to decipher an ancient
inscription to open the door. The inscription is a riddle or physical puzzle. Some
suggestions:
• “I speak without a mouth. I hear without ears. I have no body, but I come alive with
the wind. What am I?” Saying “Echo” aloud opens the door.
• Scattered around the entrance area are X orbs of different sizes. Orbs must be
placed in the correct order into the indentations of the door. This is hinted their
surroundings. Use of logic to match the orbs to open door.
Exit (End)
The players exit the labyrinth using the McGuffin as a key for the exit, completing the full
circle. They are now free to divide the spoils and celebrate their victory.
Created by Zell
Created to be released under the Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) license.
T
hat
DOE
SN’
TBe
lo
ngi
n
g
aM
ht
u
s
h
e
e
u
m! b
yJa
keC
hri
st
i
e
A
B
AO
O
N
U
T
E
R
-
P
E
A
P
A
G
T
E
R
I
D
U
A
T
N
I
N
G
EO
GL
N
O
OT
ktr
hou
g
nte
r oe
th
as
y-o
l gsyut
o
Ad
“ yr
bn
i rs-
nl
gei
fa
nl
l
od
oendo
o
u
j
es
’rt
oe
tnw
omthey
da
e
tmpl e
pnfr o
of
2
gn
igo h
nter
tl
l
ihn
a oe
lsi
s ce
kdH
. l
ng
iht
asa
s s
tofsu
t
iw yshaf n
ad T
hef
w
o n
ol hl
a,
l al
l
enpul
pi
ti
si
al
l ei
rg
n l
l
umin
ate
dbyas
toh
teo
tw
wec
loms
e ofl
i
ght
,a
lmos
tasi
fSo
i
ng
ler
ay
in oli
ar l
ar
aiss
ti
l
ll
ook
i
mp,co o
verhe
rte
mp
ng
da ou.
.”
. l
e..
.
y
1 4
Cha
tt
er
in
gvoi
ce
se
t
he
sest
a ch
oup
i
rsf
3 5
r
omroo
m5 .
.
.
6
N
eck
la
cea
lt
ar
8
7 9 1
0
Ma
pcre
at
edusi
ngDu
nge
onSc
rawl(
www.d
unge
ons
cra
wl.
co
m)
R
el
ea
sedu
nde
rth
eCr
eat
i
veCommon
sAt
tr
ib
ut
io
n-S
h a
reA
li
ke4.
0I
nte
rna
ti
on
al(
CCB
Y-S
A4.
0)
li
ce
nse
:
ht
t
ps:
//
cr
eat
i
vec
ommon
s.
org/
li
ce
nse
s/b
y-s
a/4
.0
/
The worms A humanoid
rat appears to
check noise. If
Logs make
creaking noise
underfoot. The
Three ratfolk: a) offer items they
scavenged in exchange for information
about their missing friend Marshall;
A small bag
of coins and
a dagger are
The rock is fake.
PCs can find a
lever that opens
Potions and an
alchemist's
journal. PCs with
The locked
chest contains
a +1 sword,
must die PCs are
trustworthy,
platform's
middle log is
b) provide players with a rope to
descend into chasm; c) tell the
under the
water.
the shaft lid. A
ladder leads down
a suitable skill or
backstory can
an alchemist's
kit and a
By Jason Thomas, https://jason-thomas.itch.io/
the creature broken. Make a players about a locked door the shaft. identify one valuable glass
https://creativecommons.org/licenses/by-sa/4.0/
provides a DEX save or (alchemist's room). potion of healing. vase. The key
Predator worms are known to creep plank to cross. fall. is behind a
out of a dry well to snatch drunks loose brick.
and vagrants. But now, the mayor's
only son is missing. Find the boy
and kill all worms to score a
generous reward.
A system-agnostic dungeon for four
new characters.
Alchemist's journal
Day 2: Mushrooms from this The door is
level plus crushed stalagmite will locked, with
make a healing potion. no visible
Day 57: Today I found an keyhole.
abomination growing in one of
my experiments. It was about One stalagmite
the size of a coin and had a is fake. It sits
single blinking eye. It had five on a shaft.
worm-like tentacles. I tossed the Turn it in one
ugly little thing into the drain full circle to
outside. unlock the
Day 159: I should have killed it door.
when I had the chance.
Boy: a) terrified
WORM [1HD]: 5 HP, 11 AD, 9 the worms will
STR, 12 DEX, 8 WIL return;
•Hold (PC make STR check to b) will need
escape, or skip action), convincing
•Drain (after hold, next action is before he
leech 1d2 HP) If PCs open A rogue hides The worm The worm is Abomination: a) retracts its agrees to get
•Whack (1d4 damage) Four roaches The liquid is the door behind crystals. senses the PCs busy eating. remaining worms as PCs down from the
are in the putrid. Make carefully, the They got and retreats. Most of the approach; [PCs might have crate; c) while
ROACH [1HD]: 3 HP, 13 AD, 6
manhole. Eggs a CON save or PCs can hear robbed. They The rat, mushrooms killed some]; b) remembers the PCs are
STR, 10 DEX, 6 WIL
block the become sick. a clicking will share how Marshall, are gone but its creator's rejection; c) has talking, a worm
•Bite (1 damage) drain. Unblock If the liquid sound. The to unlock the needs healing there is gone mad with the constant creeps out;
RATFOLK [2HD]: 8 HP, 12 AD, it to drain the level drops, trap is set to alchemist's (potion, spell, enough for dripping from above; d) d) the crate
8 STR, 13 DEX, 9 WIL putrid liquid PCs can find explode, 1d4 room in return etc) or will die one healing when PCs kill all worms, contains
•Weapon damage from the tank. chain armour. damage. for a weapon. in one round. potion. make the killing blow. a shield.
Return to
How to introduce the
adventure
The party may have been hired by Allyn Hart
directly to help them reach the depths or by a
3. Ablution room
A small square room with a pool at the center. The water fills the 5
pool from a bass-relief carved in the northern wall—an
iconography of a crying moon—and drains out through a 7
shallow channel toward the river. Half hidden at the bottom
of the pool is a small golden key.
4. Temple lobby
6
A simple room built into the rock. The ancient bass-reliefs
are too damaged to be recognized.
Here is the first bird-person. A scout waiting in ambush.
5. Prayer room
A long nave once filled with benches. It was used by the 8
pilgrim both as a room for prayer and as temporary
lodging. There are several bird-people here.
The waterfall can be seen behind a grate on the wall.
While the benches are long gone, there may still be
something useful under the clutter in the corners.
A gilded gate preclude the way further down the 10
temple. It is opened by the small golden key. 9
6. Waterfall contemplation room
A simple room with rounded corners. A bird-
person with two beasts similar to dogs contemplate
the waterfall from behind a window. A small hole in
the floor drops water to a deeper room. In this room
too is a gilded gate.
7. Bird-people camp
Tattered tents and several bird-people armed
with picks and shovels. They dug a path through The bird-people
the floor to circumvent the gilded gates they The bird-people—or sometimes called fish-people—are
couldn’t open. the inhabitants of the Depths. They were one common folks
(chose whatever race, specie, ancestry, or lineage you think
8. The final confrontation may fit your world) that have been twisted into animalistic
forms by the magic of the Moon.
In a large room with a pool to the south-east You may decide if this transformation was a punishment
waits a final encounter. Choose either a big for violating the holiness of the temple or was just cause by
water elemental creature with some smaller the long exposure to the influence of the moon.
brethren or a congregation of bird-people Regardless, they have lost the ability to speak, and
praying at the back of the room. Fit the communicate between each other with yells and whistles.
encounter to your party and the resources they It is not possible to reason with them.
spent. They are driven by instincts; and the strongest of their
instincts is to guard Moonrain Depths!
9. Allyn room
Allyn old research room. Once filled with 10. The geyser
grandiose machinery, most is corroded and The destination is a hollow tower with a geyser at the center. Water flowing from the stream,
useless. Allyn used to be an accomplished gathering from the rain on the moonrock fills a boiling pool and periodically explode in a
alchemist, mage, or spiritual leader in their steaming column. Here is also the metal vessel used by Allyn in the ritual.
previous time . Allyn’s notes should give many You reached the end. By this time the party should have most answers. It’s up to them to
of the answers that the party is seeking.
decide what to do with the questions left behind.
Return to Monorain Depths © 2024 by Filippo Fronza is licensed under CC BY-SA 4.0. To view a copy of this license, visit https://creativecommons.org/licenses/by-sa/4.0/
As you approach, you find a low power message coming from the station.
Outpost Adventure "Attacked two days ago . . . in distress . . . we have injured . . . request
assistance." Then there is a flash of light and the distress signal stops.
You are the crew of a medium sized Federation starship,
sent to investigate the Tachyon research outpost at Tannis 9, Unbeknownst to the players, they just got themseves stuck in a
which has gone silent. time loop.
Three days ago, an Akari scout ship attacked the station because they believed it was
spying on the Akari Empire. The Tachyon containmnet system exploded, causing a
local fracture of the space-time continuium, sending the players traveling across Present
different times. (3 days since the event)
An Akari battleship shows up to investigate and accuse
t
4. Interior rooms
May be or poisoned
gloves used for rites and
Suffering Wretch. gaunt, noxious wastrel, rituals of a lost
slinks with hushed strides. woefully weeps. religion. Clearly
bog : use Rdn Enct 1 jammed
once righteous
bog
Swamp Mist: 1:6 chance per round to C and honorable,
emanate noxious mist in near-sized cube : hidden bog now swallowed by
centered on self for 1 rd. Enemies may the muck. Depicts
violent vomiting for a duration slab 4 practice of passing
through central
C Chud. repugnant, globular potato-sack
chamber. See
Screech: Discomboulating loud yell sized muck-man, always dripping. Goal-a
Gas: enemies may be blinded for 1d4 rds
bog Or if understood:
See Goal-b
RANDOM ENCOUNTERS
d4 Details GOAL: a- The Suffering Wretch wants to roam his temple one last time. It must pass through Slab 3, 2, 3, 1, 3 before
praying in the central chamber, surveying the sanctuary and dissolving on the wind. The temple and land cleanse and
purify in 1d3 weeks. b- If killed, the wretch curses its killer who suffers its fate in 1d3 days unless fulfilling a great regret.
1 Sinkhole, slowly drawn in.
Please join us for lunch at noon in our hedge maze." Don't have a Goal? Then Choose or Roll:
1. Discreetly Warn the Lord/ Lady of a Scheme
The Lord and Lady mingle near the primary dining 2. Request Patronage or a Political Alliance
area (D.) but acknowledge the party only after a 3. Discreetly Buy/ Sell Questionable Things
trusted Noble introduces the PCs. 4. Get the Party/ a PC out of a Legal Bind
Successfully completed Random Encounters have a 5. Access to Restricted Land/ Library/ Armory
15% chance a Noble offers to provide an intro. 6. Investment Opportunities! Hear us out...
http s: //cr eativecom m ons.or g /licenses/b y-sa-/4 .0 /
How will the PCs accomplish their goal?
Something sour is in the air. The seasons have been unpredictable and wrong. The
crops sprouted early and then died just as quickly. An ancient cave was recently
discovered by some miners in the north. It was then that these terrible times
began. You were sent north to investigate... to the Temple of Time.
The adventurers must clear the temple without resting. A rest will reset time and make them
Temple of Time by Ker s Henderson
start over. They will face the temple during different centuries during multiple attempts. h ps://crea vecommons.org/licenses/by-sa/4.0/
Time Elemental—Appears as swirls of At the start of the adventure, the GM rolls 1d12 and saves
sand in a vaguely humanoid shape. It that number as the Time Value (TV). This is used
should be a difficult challenge. It has throughout the adventure. They are TVx100 years in the
past. It should be kept secret from the players.
Time Magic that can Slow opponents
or Hasten its own attacks and healing. When anyone rests (long or short), the entire party awakens
It has a “Hindsight” spell that can be (or just gets magically foggy) in area 1. Reset all traps,
doors, and enemies. Reroll TV which represents a change in
cast outside its turn that will rewind the era over hundreds of years.
itself or an opponent to 6 seconds in
When all enemies listed in blue are defeated, the players are
the past. This can allow it to escape
returned to their own age (TV 12). The outside problems
an attack or return a player to a dan- end, and the players can return to town victorious.
gerous situation. It has a “Longsword
of Time” that grants the wielder extra
attacks per turn.
1. COMPASS ROOM A vertical tunnel 5. SIPHONING CHAMBER 9. TEST CHAMBER A construct (self- 1 2
e e
from the surface (20 ft above) shines light skeletons reanimated by named amalgamate) tries in vain to pull two
as
as
into this room. Adventurers enter from this fungus rush you! Rotten bones levers at the far sides of the wall down at
Ph
Ph
tunnel. The floor is crumbling away at the and relics with no magical the same time. They are worse for wear, but
center, exposing a spire of gears down be- charge litter the floor. Many there is no sign of fungal growths in this
low. The walls are coated in mushrooms and common weapons available, room. (Amalgamate contains the conscious-
fungus. The gears groan against the fungal but no magic items. Three nesses of all the craftsmen, all the magic relics in
overgrowths holding them stationary. small vents dot the ceiling 5. SIPHONING CHAMBER, and all the Myco-
(Dungeon rotation starts once overgrowths are (used in the siphon forge, they light up one by nids who attacked. They channel a different con- 3 4
e e
removed. Mushrooms in the lower level puff one for each rotation of the dungeon, and reset sciousness at random. In their friendly service
as
as
Ph
Ph
clouds of poisonous gas in response to noises. At after the siphoning. Too small to climb through. mode consciousness, they desire to finish a coop-
Phase 3, the wall fungus pulls itself together to More offset bricks push open the secret path eration test to prove they are fit for duty. They
create a fungal abomination! It wants quiet). behind the bookcase in 7. EXIT). don’t remember much about what happened all
those years ago, but can warn of the siphon).
2. HALLWAY Pile of rubble covered in 6. FORGE Large magical blacksmith forge, Valuable relics that have not lost their
fungus that tries to reach out to you (takes a large tube runs out its top and into the charge can be found (the rubble must have
some time to clear). ceiling. It has three runes engraved into the safely sealed this chamber). A pile of rubble
exterior (the runes light up one by one for each blocks the doorway (to 8.
3. HALLWAY dead-end in Phase 1 (scratches rotation of the dungeon, reset after the siphon- MASONRY. Takes some
on the far wall indicate that a path may open ing). Constructs of stone and iron stand time to clear).
at some point). A peculiar offset pattern of lifeless in the corner, hooked up to more
bricks is noticeable on one wall. (If pushed tubes. (Bookcase secret path to 3. HALLWAY).
with force, it will open up the secret path behind
the bookcase in 6. FORGE). 7. EXIT A fungal-fused ooze drops from the
ceiling as you enter! Large barred double
4. STUDY A disheveled bookcase with doors exit the dungeon. The doors blend in
only one book on the shelf. (When this book with the cliffside from the exterior. (bookcase
is pulled, the secret passage to 5. SIPHON- secret path to 5. SIPHONING CHAMBER).
ING CHAMBER opens). A desk is covered
in moldy papers, but a few notes are still 8. MASONRY Corrupted fungal constructs
legible. (Old notes mention the construct shamble towards you! Spare construct parts,
project… experiment going poorly with stone scrap materials, and crafting tools lie scat-
models… iron may have more capacity for mag- tered around the room. A pile of rubble
ical energy… need more relics for the siphoning blocks the doorway (to 9. TEST CHAMBER.
forge… Myconids pushing in to halt the sound Takes some time to clear).
of grinding gears again…)
Writing & Illustration by Mal Star | Editing by Aaron Adams | BadStarGames.com | CC BY-SA 4.0 | https://creativecommons.org/licenses/by-sa/4.0/
The last merchant prince of
The Orc Mine Great Hammer
Grishg owns the gauntlets of max strength (granting Strength 18); a great singer of songs.
Shagdog owns a scroll of wall crush (breaks a wall up to 10 feet thick); a loyal friend.
Ashuak guards the tribe's treasure: 12 000 gold, 700 silver, 10 gems worth 2730; a coward.
Maufimbul owns the spear Fur Hunter +1/+3 vs. mammals and a treasure map; a death dancer.
The map leads to the Cistern of Sulphur where he buried the treasure of a Mitra temple he
looted: golden mask, crown, necklace, breastplate, ten rings, in total worth 7200 gold.
DIG DOWN TO THE FUTURE!
This One-Page Dungeon can be inserted as a random room in any Teslapunk or other weird
Tech setting dungeon.
IN MEDIA RES – COMING TO A DOOR, YOU’RE SUDDENLY...
The PCs abruptly find themselves cranking a metallic wheel, with each of them pushing
against the spokes when resistance gives way and the drill they were manually operating
breaks through.
Each PC must pass a Dexterity Save to halve Moderate damage from falling into the new
chamber but more importantly land on their feet.
Each PC that passes spots a Large Blue Lightning Lizard, static shocks striking at the blue
cave crystals, generating sparks that leave afterimages burned into the eyes.
Each PC that fails the Dexterity Save realizes that they’re damaged, from some kind of fight.
Then a blinding white light, bright enough to see their skeletons through closed eyes, envelops
them. The PCs find themselves at the entrance of a door, with a tired looking gnome looking
over complicated switches who greets the PCs by name.
FIRST TIME, AGAIN
Zalimoner, Male Gnome, will take the time to explain; they’re stuck in a time loop that is
growing in power and resetting. Describe how the PCs have a strange sense of Deja-Vu
throughout the explanation. Zalimoner doesn’t want to get closer due to knowing erasure could happen.
Zalimoner has built a 20-foot wide drill that is in the Drill Platform which requires manpower to wind it.
The centre of the spokes is a steel shaft, allowing ‘Sunwise’ to dig down and ‘Widdershins’ to retract.
Zalimoner has to steer the Drill from the Platform, while the PCs need to ‘Manwind’ the drill’s spokes.
The PCs need to stop the Lightning Lizard was becoming empowered by activating the time crystals.
CONSEQUENCES OF TIME TRAVEL – 20 MINUTES UNTIL RESET
When the Lightning Lizard overcharges the time crystals, time resets to when the PCs entered this time bubble.
If your PCs are the types that would enjoy roleplay, have them make Wisdom Saves to see if they retain their
memory. Once a PC has passed, they are ‘locked into’ the time bubble and do not need to Save again.
Add urgency by having PCs make Constitution Saves after each Reset, taking Exhaustion for each failure. The PC
grows more transparent until they reach death, in which case they are gone, erased from time itself.
DIG DOWN – BATS, CHALLENGES AND DREAMS
The PCs will have three Group Challenges, each interrupted by an Encounter for a change of pace. As the PCs
drill deeper, the white-blue light from the Lightning Lizard’s discharges strike the Time Crystals.
Provide bonuses such as Advantage through the Deja-Vu on particular tasks that the PC is now familiar with.
If a PC Critically Succeeds, allow the party to entirely bypass a portion as the Critical Success PC has learned a
trick to mastering the section through their untold repeats; this is the first time the PC has down this Loop ‘awake’
without an idea of how many times they’ve truly gone through a Loop’s hoops.
FIRST LEG
Four Passes Before Four Failures. Have each PC state what they are doing to pass the Group Challenge. Map Created with Dungeon Scrawl
GIANT BATS Dungeon Created by Kontent Punch
Giant Bats are frightened from the loud sounds and lights. When the Manwind breaks through their cave, they will
be hostile to the PCs. If ignored, the Bats will attack. PCs could fight but that could waste precious time. Perhaps a Beast-based PC can calm them down.
Or perhaps the PCs use a lasso and tie the Bats to spokes, having their panicked flying help turn the gears better.
SECOND LEG
Five Passes Before Three Failures. Have each PC state what they are doing to pass the Group Challenge.
MESMERIZING DREAMS OF YESTERYEAR
Provide the PCs with a minor token, such as Inspiration if you use an unlimited amount or the ability to use Guidance on demand, as the PCs have their
minds flooded with what-ifs, could-haves and other visions of their past, present or future. If you wish to seed a vision into your game, this is an
opportunity to. The PCs need to pass a Wisdom or Charisma Save to not be enraptured or overwhelmed by these visions as they get closer to the errant
Lightning Lizard and its activation of time crystals.
THIRD LEG
Six Passes Before Two Failures. Have each PC state what they are doing to pass the Group Challenge.
THE LIGHTNING LIZARD
The blue-scaled creature doesn’t understand why so much of the universe is opening up to it but it likes the buzz.
BASE STATS
Use a Dragon for the Stats appropriate to your PC’s party, switching damage types to Lightning. The Lizard and the Time Crystals are Entangled; damage
to one is damage to the other. The Crystals will be destroyed when the Lizard is defeated. If you don’t mind Time Travel, you can use the death of the
Lizard to cause a chain reaction that sends the PCs into the past or future. Or perhaps have that triggered only if there is a large explosion.
MODIFICATIONS
To make the Encounter easier, you can have damage to the Crystals and/or Lizard carry on between Loops.
To make the Encounter harder, add Lair Actions, Legendary Actions and/or Mythic Actions. Use time for flair; i.e. a Stun causes the PC to jump forward
one Round in time, PCs reduced to 0 ‘unravel’ instead of die, a miss is due to Precognition instead of Scales or Dexterity, et cetera.
REWARDS
Provide whatever seems appropriate for your campaign setting or to your PCs sensibilities.
Boon. Being irridated throughout multiple timelines with Space-Time radiation has enabled the PCs to take Lightning and/or Psychic damage to gain an
additional action once per week.
Individual Treasure. There are still valuable gems in the room. Provide a large treasure horde of gems for the PCs; if you find that you were overly
generous, Zalimoner would want a cut and be merciless in the cost of identifying the precise value of the gems.
Group Treasure. Zalimoner may be convinced to turn the ‘Manwinder Drill’ into a tunnelling vehicle itself for the PCs to explore the world’s depths.
Creature Crypt by Jeff McKelley
Adventurers are offered the chance to raise an ability score and draw from
the Deck of Just a Few Things if they can successfully complete the
Creature Crypt. Going for a Funhouse Dungeon feel. Have fun, eh?
Hopefully a good mix of mental, physical, and social challenges.
Entrance to crypt. On the door is inscribed “No tall who wand era rel ost.”
PCs must say the phrase “Not all who wander are lost” to open the door.
1. The spirit of a woman dressed in robes hovers near the center of the
room. She is friendly and welcoming. She will state that to claim their
prize, the PCs must gather the nine brass tokens in the crypt and place them
in the proper order in the circle carved on the S wall. Equally spaced along
the circle are 10 openings where one might place a brass token. The top
token space has a brass token with the image of a human already placed in
it, while the rest are empty.
2. As the PCs open this door, a magic mouth says “Pick the lock”. Door
opens to a lavish banquet hall, fresh food in abundance, tapestries on the walls. Behind N tapestry is a door with 6 images etched into it- a stack of coins,
a sword, a lock, a horse, a book, and a mug of beer. Touching the lock image opens the door and grants the party the goat token. This door also says
“Pick the lock.” Use your best Scottish accent for this if you wish. Touching any other image causes minor electrical damage.
3. Six doors are in this room, each with a different realistic nature scene painted on it- a waterfall, a desert, ocean waves, a river, a lake, and a
mountain.range. Opening the lake (loch) door leads on to the next room and grants the party the centaur token. This door also says “Pick the lock.” All
other doors open to a stone wall. Opening any other door causes minor psychic damage.
4. Bedroom area. On the nightstand rests a silver box inscribed with the word “pick.” Box opens to reveal six small compartments, containing- a braid of
auburn hair, a white feather, a gold ring, a silver unicorn pin, a pewter locket, and a lace handkerchief. Picking the braid of hair (a lock) grants the party
the eagle token. Choosing any other item in the silver box causes minor force damage.
5. Door opens to a room containing two large mud pits with a 2’ gap between them, a wall-to-wall fire pit, and an iron box on a table (at the far end of the
room). Each round any PC is in the room, either a mud mephit or a fire mephit will spawn and attack. The iron box is locked. It contains the horse token.
6. A leprechaun sits on a chair in the center of the room. He says “A token ye seek, tis a fine thing, but first ye must answer, How long is a piece of
string?” This is a nonsense question, so any logical or engaging answer will suffice, at DMs discretion. When answered, the griffon token is granted.
7. Room contains a minotaur holding a sledgehammer standing among the rubble of destroyed labyrinth walls. This is the disgruntled minotaur, Leonard.
He is tired of being stereotyped and is sensitive to cow jokes and puns. He will offer a token if the majority of PCs can best him individually in either
combat or a game, their choice. Use the dice game 21 (Blackjack) for the game. For combat, the winner is the combatant who reduces their opponent to
less than 50% of their maximum health (hit points), upon which the combat ends. The minotaur heals to maximum health after each combat. If the party
simply attacks instead of taking the offer, a number of minotaurs equal the the number of PCs appear for the combat. The token granted is the satyr.
8. An efreeti stands in the center of this room which is filled with mirrors in frames of various sizes and designs. He is Mr. Dennis. He has a jolly
personality and will welcome them to the Mirror Room. He will tell the party that touching the magic mirror in this room will grant them a token, while
all others will cause great harm, possibly even instant death. This would make him sad, so choose wisely. A detect magic spell will reveal the only magic
mirror in the room; touching this mirror grants the chimera token. Touching any other mirror causes minor necrotic damage, emanating from the frame.
9. Door opens to a large room with two sets of stairs, one in the N and one in the S, that lead up to a platform that looks like the top of a crenelated castle
wall. Two ogres guard the bottom of each set of stairs (four ogres total at the bottom level). At the top of the platform are three ogres, two archers and a
warcaster. The archers and caster attack immediately while the ogres guarding the step are more defensive, though not stupidly so. All ogres will
surrender when reduced to 25% of their maximum hit points. When the warcaster is defeated, he will hand the party the lion token.
10. Door opens to a small workshop. Bits of wood, rock, metal, and other debris are scattered on the floor. Beside a panel on the W wall are five levers,
each made of a different material-iron, ceramic, wood, stone, and bone. On the panel is inscribed “Killer of birds, center of a peach, a philosopher’s prize,
now within easy reach.” Pulling the stone lever opens the panel, revealing a space that contains the pegasus token. Pulling any other lever causes minor
radiant damage.
To claim their prize, tokens must be placed in the empty spaces in the circle found on the S wall in room 1 (either clockwise or counterclockwise) in the
following order: human-centaur-horse-pegasus-eagle-griffon-lion-chimera-goat-satyr (which is then next to the human in the circle). Now the prizes.
Everyone likes prizes, right? The spirit will offer each PC a tome, which when studied for two weeks, will increase a chosen ability score by one. They
are also offered the opportunity to draw a single card from the Deck of Just a Few Things. Once a card is drawn, it disappears.
PI
are in a small cave,
If they enter this room after restarting the adventure due to there is a tiny goblin
using this sword on the monster, they now hear a voice in their The players all smell like death now from sitting in the middle
head saying “No mortal weapon will slay this beast”, and the hugging the skeletons. of the cave by a fire.
secret door will open. The corridor between the next rooms is He is the one crying.
also not lit. It gets darker as they move Hidden door
along. About halfway the ground changes
PI from stones to red carpet. The players
GM
When the door opens he stench of death crashes down the new passage and won’t notice exactly when this happens.
envelopes the players. The smell gets worse as the players move down the Suddenly they can hear the sound of Each time the bard insults the players he will do physical damage to them. The bard is
people murmuring and then applauding as immune to insults, and evades any attempts to physically or magically attack him. If the
hall. GM a spot light illuminates a figure on a stage. players respond aggressively he will insult them again, causing increased damage.
There is no light coming from the passage. The light from the sword room
The skeletons will not attack the players until they are attacked or the players try to push through or climb over them. They can now see they are standing at the
illuminates to about half-way.
The skeletons should be easy to kill, but more always seem to be marching down the stairs to engage them. The back of a theatre with rows and rows of If the players say something nice to the bard, he will be caught off guard, and will insult
There are stairs leading up at the beginning of the next room. The roof is 50
skeletons should be incredibly strong and do a lot of damage. people seated. them again but doing less damage. The second compliment will reduce damage again and
meters high and the room only 2 meters wide. The whole room is made of a
black glass light-like material that is indestructible. A spotlight appears on the players and the third time he will not attack. Instead he will cry and then leave through a secret door at
The players have been given the clue “Embrace Death”. This clue is telling them to literally embrace the skeletons, i.e. the person on stage says the back of the stage. It can only be opened by the bard when he leaves. He will leave the
When they place their foot on the first step an extremely bright light turns
hug them. If they offer a skeleton a hug it will hold its arms out and hug them back, including if they do this mid-fight. “Man, I hope you can spit insults door open for the players to follow. There is no other way out of this room.
on with a loud bang. And the heroes hear the words “Embrace Death” boom
Offering a hug will stop all of the skeletons from fighting, but they will start again if one of the conditions sets them off. better then you smell” He then waits
in their minds.
Once a skeleton has had a hug they will move to the side allowing the players to move up the steps. for the players to respond. If the players ignore the bard he will continue to insult them causing damage, but it will not
There are hundreds of skeletons standing on the staircase in front of you. All
Get each player to roll a dice (use whatever you like, bigger dice should take less time), to see how many skeletons they increase. After doing this three times he will yell, “STOP IGNORING ME” which will kill the
of them armed with swords and shields, staring down at the players.
hug each turn. Add the numbers together, once you get to 100, they can move onto the next room. players.
The Sanctuary of Urushan the Summoner by Simon Carryer, https://creativecommons.org/licenses/by-sa/4.0/
Urushan the Summoner studied for decades to perfect his
summoning circle. Unfortunately for him, he succeeded…
Plasm-realm Incursion 8 Encounters
1. Main Hall: The collapsed southwest corner opens into a cave system
below. Loud noises will (2 in 6) draw 1d6 CAVE BASTARDS. An invisible ef uvium (yellow circle) On a 1-in-6 each turn:
radiates from the sigil at 10. Entering 1-3: 1d20 FERAL
2. Ransacked room: Scrap paper, smashed furniture and debris. causes immediate intense pain. Lose 1 HOMUNCULI
3. Collapsed section: This pile of rubble takes 24 man-hours of work to INT every few moments (5’ of movement, 4-5: ROGUE PLASM
clear, given appropriate tools. To the west the double doors are stuck 15’ if running). At the end of each day, roll
fast. Pulling them open unleashes an avalanche of loose stone (1d10 1d20. If the roll is above current INT, 6: GELATINOUS TUBE
damage to anyone in front of the door, save for half). the loss is permanent.
4. Statue room: Two statues of wizards on the east wall (under the
circle) each have a large gemstone (200gp ea.) in their foreheads. The
two on the west wall have chisel-marks where gems have been removed. 13
7 9
5. Chapel: Devoted to a god of wizardry. The altar-ware is worth 400gp.
6. Latrines: Thankfully empty.
7. Experiment chamber: Menaced by a hungry GELATINOUS TUBE. 3
8. Homunculus pit: Behind the secret door, the back half of the room is
a 10’ deep pit lled with FERAL HOMUNCULI. They constantly devour each
other and bud off new homunculi. If someone is nearby their numbers will
(1 in 6 each turn) swell enough for 1d10 of them to escape the pit. 4 6
9. Study: Esoteric equipment (500gp) and scattered papers (can be
pieced together into a spell book with spells including Summon Monster).
2
10. The Source: Urushan, deceased. The chalked circle is easily erased.
11. Reagent storage: Shelves stocked with magical instruments and
rare substances worth 2,000gp. 4,000gp more is inside the incursion. At
11a. a doorway is bricked up and plastered over, blending with the walls. 10 11
12. Caves: So long as the party carries a source of light or makes a.
substantial noise, 1d6 CAVE BASTARDS will attack each turn. They nest in 5
their hundreds in the water- lled cave at the western end of the cavern.
13. Treasure room: The iron door hangs off its hinges. Chests and
shelves are empty, looted. 50gp in loose coins is scattered on the oor.
Creatures
1
Rogue Plasm (as spectre): Confused extraplanar being. Wizards can
turn/control these as a Cleric of twice their equivalent level.
Feral Homunculus (as giant rat): Naked babies with wizened old-
man faces and needle teeth. Bite has 1-in-20 chance of causing
homunculus fever: Buboes grow over 12 days, then hatch into 1d4
homunculi which suckle 1 CON/day from their host.
Cave Bastard (as wolf): Subterranean amphibians resembling deep-
sea sh. Their mating cycle urges them to swarm light sources. 12
Ravenous hunger demands they treat all living creatures as food.
Gelatinous Tube (as gelatinous cube): Cylindrical counterpart to the
cube. Rolls at double normal speed and slinkies up stairs.
fi
fl
fi
fi
fl
Spider Valhalla: A short, max-level scenario.
This one page adventure is intended as a max level scenario for any system
being played. It is meant to play on the typical starting scenario of clearing
spiders from the basement, with a twist. The characters have come full circle
from their first adventure within the halls of Valhalla in the afterlife. The twist:
Every spider that is slain in battle has also found themselves in Spider Valhalla
Increase the difficulty of monsters to Location 5: The pit where the demonic spider queen,
swarms, giant spiders, etc. To adjust to their her avatar, or equivalent in your setting resides. This
level, this could include waves of combat or could be a two-part battle with both a human and large
other skill challenges. demonic spider form. After winning, they find the
source of the magical rift between the basement and
As they explore, the webs become thicker
Spider Valhalla.
until they find a hole in the wall (Exit B) to
location 4. Should they perish, they (and the spiders) are revived
the following day to do it again. If they win, a new band
of adventurers arrive, and the players graduate to tack-
By: Joseph and William Renninger ling greater challenges befitting their skill.
The Large Hadron Catastrophe
An experiment at the Large Hadron Collider, the world’s largest particle accelerator, located under the border between France
and Switzerland, went horribly wrong. The elementary particles from the standard model of physics “came to life” in the form
of life-size creatures. They now rule over the accelerator. Their leader, the Higgs Boson, decided to destroy humanity by sum-
Released under CC BY-SA 4.0, visit https://creativecommons.org/licenses/by-sa/4.0 By raza6 moning a black hole. You’ve been handed a vial of dark matter to throw inside the black hole, which would make it collapse.
Totem detector A gang of four free Electrons ambushes the players. They
master all sorts of electric attacks. Actually, they don't want to
That section is slightly larger than the main tunnel and contains a lot of experimental instruments. Two rooms stop the players; they are just bullies and want to be mean.
LHCb detector
extend outwards and host electromagnetic coils currently inactive. Each coil has its own activator switch. Addi- They can be defeated with magnetism. They are also quite A large device connects to the accelerator and extends into
tionally, a master switch sits between the two coil rooms. The master switch and one of the activator switches dumb, so the players can challenge and trick them. a nearby room. Three Neutrinos gentlemen (μ,τ and e)
needs to be triggered at the same time for a coil to activate.
control the place. They are very distinguished and will only
engage in fair fights (either sword or gun fight). If the play-
A group of five Quarks lightly squabbles in the ers refuse to fight properly, they will assemble in a single
tunnel (up is joyful, down is morose, charm is large Neutrino holding six revolvers and try to capture the
flirty, strange is spooky and top is bossy). They will players. Then, they will lock the players in an improvised
happily give the players their walkie-talkies and cell in an adjacent building.
will mock the bottom Quark that stayed behind.
LHC
Alice detector (starting point) The LHC is a long tube of electronics buried in a tunnel. It has
sustained some damage due to the catastrophe. The players may
Alice is a big room with complicated structures installed
encounter obstacles, such as puddles of weird corrosive liquids, Atlas east entrance
around the accelerator. A researcher called Eva is running
hazardous electrical wiring, or beams of supersonic particles.
around frantically, examining a bottom Quark. Eva tells A Photon warrior is barring the east entrance to the Atlas
them about the tunnel collapse. The Quark explains that detector. She will warn the players once, then attack on
he lets Eva do her things because he can’t say no. Moreo-
Access well
sight if they keep moving forward. She is exceptionally fast
ver, his group of Quark friends probably went for a walk Tunnel collapse (extract point)
and her attacks burn like hell, but a simple mirror can
down the tunnel. Close by is the Quarks' makeshift camp, (dead end)
deflect them and defeat her.
built with loose furniture and carton boxes. Eva might be
convinced to tag along with the players.
Atlas detector
Super Proton Synchrotron The Atlas detector features a big hexagonal room with a strange device in the center. The de-
The SPS is another loop around the Atlas detector. It connects to the main loop at vice is composed of big metal rods at the vertices of the hexagon connected by wires to a con-
two points. There is a communication shaft in the SPS tunnel where a mechanic trol panel. In the middle of it stands the Higgs Boson contemplating a strange storm cloud near
named Matthew took refuge, as well as a Gluon that defected from the Higgs Bos- the ceiling. It is, in fact, the black hole. The Boson is a strong fighter and can control gravity in the
on’s tyranny. They are having a good time and are jamming together. The Gluon will room. He can also summon Electrons that will electrocute players. Unfortunately, they can also
never leave Matthew, but he tells you that to destroy the Higgs Boson, the players electrocute him by mistake. To the players’ surprise, the Higgs Boson splits into two bottom
need to deliver an extreme electric shock to him. Matthew explains that the atlas Quarks when he is defeated. These Quarks have no idea what they are doing here but are
detector can act as a very high voltage electrical socket. eager to help the players.
Spin the Wheel of Fate This page may be played on its own (with
the party arriving at Fate’s tower) or as a
By Eshan Mitra modifier to any other adventure in this
compendium (Just use the spinner. Fate’s
tower is reachable by spinning the space
that opens a portal, or by planar travel)
Whenever
a character rolls a
CRITICAL MISS,
Spin the
Wheel of Fate
Fate's Tower Fate lives in her tower in another world. 5. The library is guarded by several
Bored, she watches over the creatures of animated books on the shelves. If you
the mortal realm. They are merely open the ledger sitting on the reading
7 pieces in her game, to be subjected to table, spin the Wheel of Fate. A spiral
her whims of chance. staircase leads up. 6. The guest rooms.
1. The Gatekeeper informs you that this One or two of Fate's siblings may be here
is Fate’s Tower, but will not let you in for a visit. An ornate spiral staircase leads
unless you have reason to be here. up to Fate's study.
2. Fate's garden is exquisite. A winding Fate's Siblings (d8)
path is adorned with flowering plants, 1. Luck 5. Knowledge
6
and vines crawl up the trellises. Should 2. Misfortune 6. Balance
any flower be disturbed and petal fall, 3. Death 7. Hope
4 5 spin the Wheel of Fate. 3. The Foyer is 4. Fear 8. Wrath
patrolled by ghosts. In life, some of them
were smiled on by Fate, while others 7. Fate lounges in her study. She plays
2 incurred her wrath. 4. A comfortable with the Wheel of Fate while watching a
3 1 sitting room. Fate's servant Wilfred, an magical image of the mortal realm. If
ordinary human, sits on the couch. A unmasked, she may reveal her true name:
crystal ball sits on the mantle. If you gaze Chaos.
into the crystal ball, spin the Wheel of
Fate. A spiral staircase leads up.
License: https://creativecommons.org/licenses/by-sa/4.0/ Image of Fate generated by Google Gemini
Reintegration
A GM-less non-adventure by 30299578815310
Epona’s Temple
wit. Here, the XP and HP of the group don't matter, but
rather their ability to solve challenges intelligently. It is a Layout by Ícaro Agostino (@icaroagostino)
test of "player skill" that favors solutions through
role-playing rather than mechanics.
The ancestral mediator of the forest and its inhabitants Practice Dungeon Fu! 6 Forest 7 Waterfall
Covered in flowers. Its Pollen Slippery stones and strong
The Menhir erected in honor of Epona is actually the entrance to a small magical induces sleep (Save against current in the stream. The drop is
plane where her devotees are tested to receive her blessings. sleeping). fatal.
8 Lake
1 Pool Large fish feed on insects and small
animals (like rats) that fall into the water.
Bathing here turns characters into Small Rodents (HP
1d4, Att 1x bite (1d2)). Through the small entrance in the 1
wall, the goddess calls for humble and courageous 6
devotees. 2 9 Peak
A large statue of the goddess at
2 Ravine the top. At her feet, a basin
with water. Drinking or
The pool waters flow down to a ravine among rocks bathing in it brings the
and roots. Remaining in the current can cause 7 characters back to room 1 in
damage (1d4).
3 their normal form. They are
blessed and learn the language
3 Pasture of an animal species or the
spells Speak with Animals and
Horses graze, run, and play in the Enlarge Animals, if they
flowery pasture. Falcons circle the sky
(risk of attack!).
8 prefer.
4 Mire 4
EPONA - One of the 9
honored ancestors,
The muddy ground hinders crossing mythical characters of the
(risk of drowning!). Significant
presence of Insects.
9 people in the region since
prehistory. Epona is the
ancestor who deals with
5 Camp animals, but she is also
known as the rider who
Abandoned in a clearing, a small Chest holds takes the dead to the
2 Gems worth 500 Coins each. Beyond.
5
Inspiration Source Epona’s Temple is licensed under CC BY-SA 4.0
The "Rat Games" Mausritter & Mouse Guard. https://creativecommons.org/licenses/by-sa/4.0/
Encounters (1-in-6 chance every two turns) Honey Badger Fox Falcon Venomous Snake Southern Frogs
1. Honey Badger. Very clever, immune to poisons. AC 5 [14], HD 1+1, Att 1x AC 8 [11], HD 1+1, Att AC 8 [11], HD ½, Att AC 6 [13], HD 2, Att bite Grasshopper Rat AC 7 [12], HD 1, Att
1d2. Fox. Hungry and persistent. bite (1d6), THAC0 18 bite (1d4), THAC0 18 claws (1d2), THAC0 19 (1d4 + venom), THAC0 18 AC 7 [12], HD ½, Att bite (1d3), bludgeon (1d4), THAC0
1d3. Falcon. Efficient in an open field. [+1], MV 50’, SV D12 W13 [+1], MV 50’, SV D12 W13 [+0], MV 160’ (fly), SV D14 [+1], Mov 30’, SV D12 W13 THAC0 19 [+0], MV 40’, SV 18 [+0], MV 30’, SV D12
1. Venomous Snake. Paralyzing bite. P14 B15 S16, ML 8, AL P14 B15 S16, ML 6, AL W15 P16 B17 S18, ML 7, P14 B15 S16, ML 7, AL W13 P14 B15 S16, ML 6,
D12 W13 P14 B15 S16, ML 8, AL
1d3. Southern Grasshopper Rat. Fights like a berserker. Neutral, XP 15 Neutral, XP 15 AL Neutral, XP 5 Neutral, XP 25 AL Neutral, XP 5
1d4. Frogs. They mind their business. Neutral, XP 5
a Magic Item - Dungeon by Daniel "Salynrad" Sluschny
Fullens Circlet
Released under the under the Creative Commons Attribution-
ShareAlike 4.0 International (CC BY-SA 4.0) license • If the MAGICAL FORMULA is spoken the CIRCLET EXPANDS to a DIAMETER
ttps://creativecommons.org/licenses/by-sa/4.0/
of 30FT and projects one of many stored circular Rooms on the area within.
These Rooms contain Objects and floors but neither ceiling nor outside walls.
A MAGICAL CIRCLET, acquired as part of Dungeon Treasure or from a Magical Junk Pedlar.
Alternatively, it may be encountered out in the wilderness where it was abandoned by it’s • Via VERBAL COMMAND engraved behind the CIRCLETS ORNAMENT, it can
former owner. be made to float at a height of 3,5 FT rotating it CIRCLES THROUGH the
• In this case, the “ACTIVE” ROOM may be WEATHER DAMAGED, up to the GM. rooms like a scroll wheel. It can also be made to return to it’s ORIGINAL SIZE.
If done while INSIDE, these may cause PAIN AND CRUSHING from
It is made of NICKEL with a PALE EMERALD set into a ornamental front. Oxidation marks
FURNITURE and CREATURES that manifest from thin air.
show that it has been abandoned out in the weather, however they seem oddly squashed.
An INCANTATION, written in ARCANE RUNES is engraved on its inside. • The RITUAL INVOCATIONS for CREATING or modifying “ROOMS” stored
The Rooms within model the Halls of a Wizards Tower. within the CIRCLET are hidden in the ARCANE LIBRARY.
It belonged to the wandering Mage FULLEN who used it as her portable home. Rooms can only be created from objects present.
THE ARROWS AROUND THE CIRCLES BELOW SHOW WHERE THE ORNAMENT OF WALLS have to be built, OBJECTS placed, Creatures have to be part of the
THE CIRCLET HAS TO BE POINTING TO FULL RITUAL and can’t just be trapped by changing the Room.
•
TEMPERATE POOL
GREENHOUSE The Stone floor gives way to a large
A large STARBLOSSOM WILLOW POOL. Stairs lead in from one side.
(cures curses but turns ingesters In the two adjacent cardinal
skin and hair blue for d4 days) directions two clawed BRASIERS
sprouts from a raised bed at the contain ELEMENTALS. ICE (I) and
center of this room. FIRE (F).
Earthly Entanglements
A foreign merchant is missing 6 urns of Dust of Truth, a powdered drug to assist
transcendence by suppressing senses, the shrouds of delusion and deception. The merchant is
occupied by a repair job and would gladly pay 50 golden coins for help. The merchant’s child is
the culprit, dumping the pilfered urns on things for amusing mischief, without consideration.
Festival Events (d6) Nearest NPC (d6) Master Sunshine’s Divine Wisdom (d6)
2 Imperfect beauty contest at the bell house Powerful pacifist *Faintly Smiles while nodding*
6 Lantern boat launch at the river Enlightened Master Sunshine *Chirping noises*
2 Buddhist Nature A stray with a broken leg repeatedly tries to walk on it, as it cannot feel anything. It has Dust of Touch
uncanny intuition and will join players on the Path.
3 That Thing Ornery creature in a tent has spear-like, crushing column, and constricting prehensile attacks. Dust of Sight
Players get notes on physical interactions with That Thing as it is unable to be seen.
4 Drunk with Power Parched martial artists and players are given unnaturally flavorless sake instead of water. Dust of Taste
Warrior-monks exhibit empty minds and uninhibited violence.
5 Bokken Bonsai A grand gnarled plum tree with a limb carved in the shape of a blade. If a duelist lacks honor Dust of Sound
the tree will topple onto them. It makes no sound.
6 Prenatal Mask A white circular mask that removes the wearer’s personality. Dust of Self
https://creativecommons.org/licenses/by-sa/4.0/
Secret of Blackheart Tower
1. The Kitchens 6. The Basement
Animated Broom with arms. Barrels of wine, kegs of beer and coal sacks.
Sweeps, boils water and other menial tasks. Rats are watching a fight to the death in an
Ignores intruders. If destroyed, splits into empty keg between an old rat and a big
1D20 new Animated Brooms unless centipede. They invite visitors to watch, and ask
destroyed by fire. If wielded, the them to bring a mouse to battle in the arena. If
Animated Broom counts as a Magical Weapon. they do, the visitors will be told the location of
any one thing in the entire tower. If startled, the
2. The Library rats hide in holes and refuse to come out for an
Bookcases loaded with dusty books, entire day.
cobwebs, dust and crockery.
The Diary of Lord Lockley Levee 7. The Hearth
indicates the secret of Sir Dunstan, but it In a stately hall stands a massive fireplace
is guarded by the ghost of Wimple Weaver, where a Fire Elemental named Scorchsplinter
a spinster librarian who wields lies chained. It craves Something flammable to
an iron-shod feather duster. eat, so that it may grow strong. If
Sir Dunstan the Blackheart fed wood, it will
Can only be harmedby Roams Blackheart Tower
a Magical Weapon. be friendly and tell visitors
Often Throws intruders into furniture
all it knows, but as it is
and out windows to relieve the boredom
3. The Observatory always here in the hall, it
of unlife.
A large telescope, table will lie to gain their trust.
of books on astronomy All wounds instantly healed by his Black If fed enough coal, it will
and the green glass melt it’s chains and try to
Carapace Armor.
statue of Lady Dellia. escape the tower in a
She is thewife of Sir Dustan blazing inferno. Shoots fire
Will serve those who hold the
the Blackheart. if confronted.
Blackheart.
When hefell to evil she turned into a
statue of greenglass.
8. The Treacherous Stair
She can be brought back to life by the 5 story flight of stairs twisting upwards.
music of a Music Box Sir Dunstan once gave At the top is a great brass bell. The attic trapdoor
to her. Perhaps he will still listen to her. is set in the ceiling.
However, all the stairs are slick with grease, as
4. The Pantry someone left an Everleaking Jar at the top of the
Sacks of old flour and onion-loaded rafters. stair. Grotesque statues and busts of the castle’s
Mice hide in the cupboards, hunted by a big inhabitants lurk in niches carved into the wall,
orange tabby cat. Glintwhisker the Eldermouse waiting to spook visitors when torchlight
asks you to get rid of the cat forever. In exchange, illuminates them.
they will give you Lady Dellia’s Music Box. If the bell is rang, Sir Dunstan races to the stairs,
to prevent anyone from getting his Blackheart.
5. The Forge
Smith’s workshop strewn with tools and iron
9. Attic
beaten into crude hearts and crowns. Amid moth-eaten banners, rusted trumpets
A rough iron statue of Lady Dellia stands and sacks of old clothes, lies a oaken chest.
here, lacking an arm and a heart. And within that chest beats the Black Heart.
If it hears the music box it turns into Lady Dellia, Stabbing or crushing it kills Sir Dunstan.
but is cruel as the original is kind, unless given a heart.
https://creativecommons.org/licenses/by-sa/4.0/
Created by TrueTenno
toMbofthe L
oc
alle
gendcl
ai
mstha
t3 0ye
arsago
,amannamedAr
dowynsla
yedth
eG re
atA
dversary
,fo
ughtbac
khi
sdemo
nhord
e,a
ndsav
ed ENCou nTerS
F
aLlenSa
vio
r t
h
p
l
ewo
ac
eh
r
l
a
d.
Wh
sbe
e
e
nA
nre
r
d
p
e
o
a
wy
t
ed
nd
l
i
yd
e
d
e
,
f
i
h
l
e
ew
d,
a
a
sm
ndt
e
m
h
or
ep
e
i
a
o
l
p
i
z
l
edi
eo
nam
fB
el
a
l
i
u
n
s
g
t
o
l
o
eu
nh
mo
av
ut
s
eh
i
i
d
r
eh
e
dy
i
sh
o
o
ut
m
ob
et
r
i
o
n
wno
gth
fB
a
tu
e
n
l
l
c
i
n
o
g
n
s
t
o
c
n
i
o
.
n
B
u
a
b
tr
l
e
c
ed
i
e
s
r
n
e
t
l
s
p
y
,
e
h
c
i
sr
tt
e
oa
s
ti
n
ne
g
n
d
[
I
ncr
eas
ed
. Amauso
i
f
l
e
f
i
u
c
ul
M:
t
yf
2f
o
rh
l
un
i
g
k
i
h
e
s
e
.
rl
N
o
e
v
tm
e
a
l
sa
gi
n
cp
d
/
r
o
o
f
r
rb
i
c
e
a
i
e
i
g
n
t
s
o
g
.
n
e
rp
C
a
e
a
r
nb
t
ef
dwi
i
e
o
t
s
]
u
g
h
h
.
to
r
Willrevealthei
rbo s
sh asgon eahead
, a
ndm ay
unwi
tti
nglyhinta tap a
ssword.[
harder:a d
df lunki
es;gi
vet h
empets
]
3 bCry pt:DemonH ea
d.attac
kstwiceont urn.brea
th e
sfire,bi
te
s,fl
ai
ls
ala
rgeredAispai
nte
don wi
thh o
rns.Vul
n e
r ab
let oelec
tric
ity
.I
m munet omentaleffec
ts.
avoi
d
th
etap
est
ry.
otherpai
nti
ngs c
om b
atwithcorrectpa s
sword.[
harder:extendfirebreathrange;
2
11
5-
foo
tbr
onz
est
atu
eofA
rdo
wyni
nhi
spr
ime
,ho
ldi
ngs
wor
d i
nthemau
sol
eumeachhav
e gi
ant,c
lawedha ndso nopposi
tewallcom etol i
fe
]
a
lof
t.I
ti
sslig
htl
yo f
f-ki
l
ter,
ti
ltedapp
roxi
matel
y10degree
s ano
the
rlett
erpai
ntedon
b
ack
wards.
Vi
si
torsco
m mo
nlyl
eaveoff
erin
gsatthebas
eo fthe 2 th
em:d,
r,u,a
n df. Cbe drOom: 2s trongflunki
esand1 eng i
neer,hokU .
Ifsurpri
sed
s
tat
ue.
Onthi
sanniv
ersa
ryyea
r,thegi
ftspi
lehig
herthanever
.
1 wi
thsuccessf
ulst e
althand/ora v
oid
an ceofCr y
pt’scombat
,fi
nd
H
eav
ycase
sofwine,
bagsofgr
ain
, a
rtwork,f
lower
s,de
corat
iv
e 4 fl
unkie
sd i
ggin
gt h r
oughd e
s k
s/ch
estsan dHokufiddli
ngwi t
hconso
le.
v
ase
s,an
dkni
ck-k
nacksbur
ythestat
ueuptoit
slowerchest
. A Canbefoughtorr e
asonedwith.[
harder: a
dda notherstrongflu
nky;
E 2
1 addsev
eralweakero nes;le
to neplantas mallmimic
]
dGa rdeN: 1t
r ee,magi
callybrou
g h
tt ol i
fe
. V
ulnerabl
et ofi
re.A
voi
d
2G
ran
dma
rbl
ema
uso
leu
m,wi
ths
tai
rsl
ead
ingu
pto c
om b
atbysu c
cessfull
yd odgi
ng/es
capingb r
an ch
esa ndenteri
ngtunne
l.
i
t
sentr
ance
.Oneofi
tst
wol
argedo
orsi
sope
n.Ont
he [h
a r
der:addsom eang r
ys hrub
s;awakenm oret rees
]
o
the
r,asy
mbolisme
ssi
l
ysc
rawl
edi
nr e
dpa
int
. P
urp
le~ab
oveg
rou
nd
B
lue
~Bel
owgro
und ECAV e:formerA pprenti
ce~n owBOSS~mu ri.
W arlo
ck.Fli
ngsroc
ks
fr
omt h
ecave-i
na so rwithattac
ks,graduallyreveali
ngA rd
owyn’
s
3S
mal
lmu
seu
mho
nor
ingA
rdo
wyn
’sa
cco
mpl
is
hme
nts
.Pa
int
in
gs, buri
edbody.Yellsabo u
th i
sm ot
iv
ationdu r
ingcombat&C anbea p
peas
ed.
a
rtif
act
s,andplaque
sdetai
lArdowyn’
stroubl
edearl
yl i
fe, i
fdespe
rate,mayra i
seArdowynasam indless
, und
eada ll
y,armedwi
tha
h
isi
nspi
ringturntowardhero
is
m ,
andh i
stra
gicde
athfroma bri
ttle
,fan-ma
d er e
p li
c
ao fthehero’
ss word.[ha
r de
r :
ad dfl
unki
es;
s
lowlyde
bili
tati
ngarcanecur
seleftbyhi
sa d
vers
ariesbef
ore 9 0
1 ooze
scongealfroms poi
ledtrib
utes;summonm agi
cf ami
li
ar s
]
t
hei
rd e
feat
.Atthecenterofthepol
is
hedm a
rblefl
oor,an d
o
rnaterec
tangulardes
igncor
donedoffbyvel
vetro
p esugg
est
s 8
A
rdowyn’
sfinalrest
in
gp la
ce.O
nt h
efarw al
l,ala
rg etap
est
ry
h
angsfromcei
l i
ngtofl
oo r
,dep
ict
ingArdowy
n’sfi
nalm o
ment C
o
fv i
c
toryovertheGreatAdve
rsaryandhismi
ghti
es
td emon
s.
4H
id
denb
ehi
ndt
het
ape
str
y,ah
eav
yst
one 1
1
d
oorha
sbeenbl
as
tedo
pen
.Adar
ken
ed Ma he
rkoft
s
pi
rals
tai
rc
ased
esc
end
sbehi
ndi
t
. V
ADe a
rsRy
7
An
imat
roni
cdemon
,m a
deofmeta
l
5S
tep
pi
ngi
nt
oth
ecr
ypt
,f
ourt
orc
hesl
ig
htu
pon
e-b
y- andani
malhi
de,
fue
l e
dbyoil-
bas
ed
o
nearo
undalarg
eston
ecaske
tinthecen
ter.Arel
ie
fof py
rote
chni
cs
.Aut
omati
cal
lytri
gger
ed
A
rdo
wynisc
arve
dint
othetopofit
.WEap
onsbelo
ngin
gto 5 whent
heh e
adortheweapo
nson
t
hesa
vi
orhangfr
omleftandri
ghtwalls
.twochai
rs b th
ew a
llsareto
uched
.toomuc
hnois
e
s
hap
edli
kegi
antdem
onh a
ndsfla
nkt h
eentranc
e. B
oxe
sa ndsa
ckso
f
mayal
soalertt
hevisi
to
rsinthe s
upp
liesca
nprov
ide
ne
xtroomtoope
ratei
tm an
uall
y. p
art
ialcov
erinc
ave
.
6Ad
emo
n’se
nor
mou
s,t
err
if
yi
ngh
eadi
smo
unt
edo
nth
e
wa
lloppo
sitetheentr
ance
.Sharptee
thprotrudefr
omit
s 6
c
los
edmouth,andtwogrea
tho r
n sex
tendfromit
sforeh
ead
.
I
t
seyesref
lecttorchl
ig
htinanu nc
anni
lyli
feli
kemanne
r. 2
1
A
tsomepoi
ntitseye
sflas
h,andaf o
ulsten
chcom e
sfro
m F
loortri
gger
i
t
sm ou
thasitasksinamonst
rousvoi
ce:“Whogoesthe
re?” o
nt hefi
rs
t 3
4 2 1
U
nles
sansweredcorrec
tly
,i
tbellows,
“Beg
o ne
!”Fl
ames s
tepoffst
ai
rs E
l
ic
kthebackofitstee
thbef
oreitunle
ashesit
sf u
ry. c
uestorch
es.
A
7T
hed
efe
ate
dors
ate
dde
mon
’sm
out
hha
ngso
pen
,cr
eat
in
g
a5x5-
foo
tspacetoc
rawlthr
ough.
Ins
id
esmel
lsranc
ida
nd
fe
elswet
,andasmal
ld r
ai
ncanbefou
ndonthef
loor
.A
l
adderagai
ns
tt h
ewallle
adstoagra
dual
lyupwa
rd-
sl
anti
ngtunne
l,whi
c
he n
dsinahol
eoverh
ead
. Mu
rihadhi
sen
gin
eer
c
hang
et h
edem
on’
s
p
ass
wordtoaFRaUD
.
8T
heh
oleo
pen
sin
toaf
anc
yba
thr
oom.
Nex
ttot
heh
olea
re
f
reshsc
rapem
arksonthefl
oor
,le
adi
ngtoafre
e-s
tand
ing
g
oldento
il
etafootawa
y.On
eport
io
nofthewa
ll,n
earthe
c
law-f
oot
edbat
htub,
opensupt
oabedr
oom. 5 b C
7 d
9B
eau
ti
fu
llya
dor
nedb
edr
ooma
nds
tud
y.F
anc
ycl
oth
esf
il
lac
los
et
t
othele
ft.
Shel
vestot
her i
ghtove
rflowwithbooks
.Wri
tingand
p
ai
nti
ngimp
lement
scov
ersevera
ldesks,
alongwithpi
le
so fscro
lls
. 0
1 1
1
I
non
ecorneri
sac o
nso
lewithstr
angem e
chani
calco
ntro
lsa ndtwo 6 8 9
p
eri
sc
opes
,whi
chcansp
yb o
thdownintothelowercry
ptan dupint
o
t
hemaus
oleum.
Totheri
ghti
sas mal
lk i
tche
n. A
cros
sfromt h
ebed
i
sac
o mp
let
elygl
asswallwi
thag l
assdoorinthemid
dle
.
C
aske
thold
san
u
nid
enti
fi
abl
esk
ele
ton
.
0U
1 nde
rgrou
ndgarde
n,unke
mptandove
r g
rown.abigtre
esta
ndsin
e
achc
orner
,st
onefou
ntai
ntothelef
t,
andbenchtotheri
ght
.Amagi
cal byAnd
rewCa
rl
h
alf-
sph
eregl
ows,s
un-l
ike
,i
nthemidd
le.
W a
terdrip
sfromthec
ei
l i
ng. 12roughdi
rtca
ve.A
tthefarendi
sap i
leofroc
ksandsoi
lfro
ma a
ndre
wca
rlc
omi
cs
.c
om
U
ponent
eri
ngthegard
en,adar
kf i
gur
emaybes e
enducki
ngbeh
indthe c
ave-
i
n .
Onthece
ili
ngabov
eisaflat
,st
oneci
rcle
.To
w a
rdthefr
ont
1E
1 n
tranc
etosmal
ltu
nnelhi
di
ngbeh
ind oft
hecirc
le,
atinysli
ve
rofs u
nli
ghtcanbese
en.A
g a
ins
tthefa
r
b
ushe
sattherea
ra n
dsendi
ngoutsev
eralbol
tsofmagi
cint
otheroom. o
verg
rowngras
s,h
angi
ngbra
nch
es,
and rele
asedun
der
O
nehit
sthesp
here
,shat
teri
ngi
twithabrig
htf l
ash
,thenpl
ungi
ngthe wal
lisapart
ia
lly
- d
est
roye
dladde
ra n
dal ev
ernearthece
il
ing
. CCBY
-S
A4.0li
cen
se
u
ntri
mmedbus
hes
.T
hetun
nelLe
adsupa
ta h
ttp
s:
//
cre
ati
vec
ommons
.
org/
r
oomint
odark
ness
.Ot
herbol
tshitt
hetrees
,bri
ngin
gt h
emtoli
fe
. s
tee
pinc
lin
e,wi
thl
adde
r-l
ik
ewoode
nstep
s. Ash
rive
ledhuma
na rmi
nfancygar
mentsst
ick
soutoftherub
ble
. l
ice
nse
s/by
-sa
/4.
0/
Whileresti
ngont hes horesofas er ene
lake,anunus ualcreature,ami schievous,
gl
immer ingDucitans woopsdownand
eatsvaluableit
emsf rom yourgr oup.The
Ducitanheadst owardsas mal lisl
andi n
thecenterofthelake,wher eani ntricate
cavesystem l
ieshidden.Wi llyouf ol l
ow
andgetyours t
uffback?
magi omachpouch.
calst
Theycanstoreupto1m²i r
hei
nt
cr ur
eat eswihst
t ongcl
r aws.
Duciansar
t ewater r
bid
ht
tps:
//cr
eat
ivecommons.
org/l
i
censes/by-
sa/4.
0/
Gritty Grazen’s Adventure Park
Collect a stamp from each of our park’s five most scenic views: the Gateway Tree, the Pearl Falls, the Great Outlook,
the Crystal Temple, and the Chthonic Stare. Bring your completed sheet to the Visitor’s Center to win a prize!
Inside the Visitor’s Center, two visitors tell Grazen about a torn-up campsite by “the big tree.” They hand Grazen their stamped sheets
and take two brown sacks. Gold coins clink inside. The couple can give the party an overview of the park but will not give any advice on
getting stamps since “it’s part of the fun.” Grazen gives each party member a sheet with five spots for stamps in the outline of a map.
There are small sacks of gold for the three visitors currently in the park (a father/son team and solo hiker), plus one for each party
member. The sacks magically appear when visitors enter but are incorporeal unless the visitor has completed a sheet or Grazen has died.
Gritty Grazen
The proprietor of the Adventure Park usually takes the form of a balding satyr. He only cares about creatures native to (see below). He treats
trapped visitors with bemusement and will only attack if threatened. He can turn into a beast with a few seconds’ focus. This form is fifteen feet tall with taloned feet
and a bear’s upper body. He holds victims down, slashing them with his claws. A very highly perceptive character might see that the satyr form is an illusion. A mildly
insightful character may know that Grazen will make no effort to help a visitor in danger.
For sale: Bear Horn (1 available, cheap): 1/day frightens Visitor’s Center Sleeping in the park attracts [party # - 2] bears and 1d4 hyenas
animals within 30 feet for 10 sec. unless attacked or calmed. when the party wakes up.
The frog statue behind this waterfall Hundreds of feet tall, this tree stands in a clearing pressed into
gives stamps to anyone who can reach dirt by constant foot traffic. Those who camp must beware of
it from a fifteen-foot difficult climb or Lion Hawks, large predatory birds that make nests out of looted
thirty-foot moderate descent. 30 min. travel 1 hr. travel fabric, rope, and bones. Two people can comfortably hide in a
natural tunnel in the tree trunk. A living monkey statue at the
A man stares at the falls. A native base of the tree provides stamps.
Pearl Falls Gateway Tree
of in The doorway provides nonmagical cover. A ruined
disguise, he turns into a dire wolf campsite for two is being picked over by [party # +
(and summons 2 more) to chase 1] lion hawks, who attack the party on sight. On a
trapped guests for sport. White branch fifteen feet up is a Tarp of All Terrains: with
spherical pebbles are among the one motion, a character can deploy it over twenty
sharp rocks under the falls. It is a square feet to neutralize any physical terrain effects
moderate feat of acrobatics to (e.g. lava but not a magical ward).
safely grab one. 1 hour 2 hours
At the highest elevation in the park, A cave opening slopes down at the bottom of the park’s
visitors see only trees for miles. A griffin mountain. Inside is a wall of blue crystal that hums as wind
statue gives stamps in exchange for seeps in from cracks in the ceiling. A bat statue stamps a
posing for an instant magical charcoal visitor’s sheet if they bring a “perfect sphere of enduring white
sketch which can be purchased at the 2 hours snow.”
visitor’s center for a modest fee (no
purchase required to receive a stamp). The party passes a visitor leaving the cave with her
fifth stamp. She can suggest grabbing a stone from the
Paths to the outlook are mountainous. The second such path that
waterfall for the bat. Since she tripped into the Stare,
is used collapses, hurting those who react slowly and hindering
she will be unable to leave the Park and can be found
passage. Characters who are highly perceptive, highly attuned to
30 min. travel panicking at a chosen or random (roll d6) location
nature, or have seen through an illusion in the park notice that
after being encountered.
the trees extend to the horizon, farther than geographically
possible. This is a glimpse of .
Touching the bottom of the Chthonic Stare traps anyone in
. They cannot see or touch anything,
A dark hole, ten feet across, opens on the path. A bear statue provides Chthonic Stare
including the Visitor’s Center, outside of the park. All they
stamps and warns visitors to watch their steps.
experience beyond the park’s paths is an infinite expanse of
Five feet down, the hole ends in mud. An illusion makes it seem trees and strange creatures. Foraging is effortless, but the
bottomless (see ). To climb down, a visitor woods change those trapped: growing leaves or talons,
weakening while underground, etc. Characters with mild
and his son are using an Immovable Carabiner: can stay in place
knowledge of nature or magic can intuit that defeating
in the air and hold 500 pounds. Anyone who did not place it can
Grazen will free those trapped but not reverse any changes.
use very high strength or high intelligence to unlock and move it.
Park statues laugh at trapped visitors after giving stamps.
https://creativecommons.org/licenses/by-sa/4.0/ | Reach the creator Sam George at: gritty.grazen@gmail.com
OnePageSandbox: Full Circle Divinitatis Propositum Why are you designing a dungeon?
A blank version
of this worksheet
is available at
Communal storytelling is about empowerment and relaxed control of the meta-narrative. RogerSpeer.com/
sandboxworksheet
“Sandbox” is a term used metaphorically to describe a game that leans heavily into
undirected free play. There are mini-games, such as exploration, puzzles, or conflict
scenarios, but the players are free to engage in mini-games at their discretion and pace.
3-Room Dungeons guide each location and sub-quest.
Three dudes: Mark, Greg, and Roger, are sitting down to their favorite Table-top
Roleplaying Game. Mark is a drama teacher who loves to joke around, Greg is a freelance
artist who is a deep thinker, and Roger is a minister who loves puzzles and mystery. Let’s
create a sandbox for them to play in.
Created by Roger Speer, Jr
https://creativecommons.org/licenses/by-sa/4.0/
2 Player ighthe nd
arted Gramm Create 3
Goals & Style k i s l
Mar oves wit a a
and l . He’d love
losing a Tree is
knows leaves. No on a Horizon
What Character r g
w
The dr hy. e What 3-4 locations can a
development can happen? humochaun losin g us to inuids need Character see from the “Start”
What is the Player’s style: l e p r a e d i n
nd ne g Stories vestigate. that may hold clues to the
Roleplayer | Storyteller a bet ahelp clearin and bo of demons meta-narrative?
m e o
Min-Maxer | Tactician s o
bts wi
t h the hillgers in Si Give each place:
Rules Lawyer his de s fairy tale A mag s . r
for ius Adventure | Treasure |
vario u aybe i
that pu c staff sou a n has
Sneak eep d . spoofs. M to r i f i r e a Conflict | Lore
d g e e d the elem e s 1. ce w n
es an in s e’ll n ts A
A lost ents. st n Abut owe idea
p
lov ng solv eed w vercome lo
Sh you s d e t
o hero 2. one. ni need r
thi stery ient r. He
e F s i lp. or
g i n a t o
of ar hi odbyy
e k gave th
Cle y g uck
Gr hin blem ard with nx
of hiji the F mu s
life. eir 3. T airy Three
am s i ..ag
s :
sa od l ms: -lock
lov stor a tac
fro mmasave a e a
t ro iz lp er o
go har old ow
p w he ow at e g e t t an he t Room
ily n n ain
A is p th th bottom. e
Gra st to ’d lov
qu nk he . We
c G n
Dungeons
Th will re to .
origunkn poisone
o
1
e me e o
of m a Tre
andger is
h ew rc ve
Fa eed .
s W nt f
e
n ou sa . re e h Entrance
en in ( own
e:
a
pla t s T al
tu i-gam.
wh star
s n ld
beinds up that
ca wor n y t ho r Puzzle
e n le to ers i ry-h esh
Ro
dv mi sty
e
or Roleplay
k
da nt o o
o A and ers’
e
c).
t ys o o ok ld
ll ks ay ’p n sd
t
oni
Ca hoo r pl lay e q ra
dem g
If G Conflict
s
grav ramma
i t T
t
af yo
Cr to
u
The se ues w o
ssi t f ur ee’s w
a Tr ave her
ater
or Fight
Main Thing
unpr y i r e e on or m g
edict s incon dies: Se ? n g Grakmnight on, butaced.
If S abl sist aso ni A dem epl Storyboard:
poiso soul. p the st be r free
skew hamus e. How t ent, magns shift What is your dungeon’s e m on ising her o to tra nd muthing toso Revelations,
Plot Twist,
o , l a
It ge s to thosis impri fix this ic is
d g
A d stea ears a ayed do any Every fairies
ts pr e wit soned meta-narrative? an 100 y as dec l will itself. . The or Betrayal
vent ting t se to
e l i
revi
n.
micririus maark, pre er monetice at sa oiso
Cont the M tory co
How does
A w demon in gamstaff thom the pifice is rap
si the S
o-por t y overcoming
kes t y , e n a f r c r t .
side ain T ntin
re the bigger
Come
r the hin ue?
w di e: it Co m m od adventures?
oi
If th ventureons with
plane of existence. If the BBEG can steal you that. t Sirius didn’t tell
full circle e Dem s. new magic-tech, without the law-keepers,
they will open a portal to the astral follows youAn ev
thwart any pr erywhere to
invisible spy
Write the
er
NPC’s story
themselves of this prison by
i s an Animuse S knows what
and s
c
with your players and see where If oss in s alw edr o n o n destroying it. G tone is.
T old- Commodus
Wha
they want to take the Story. d Fairy-Tto this ways try Thhree- Lock do anythingllto If the Characters did nothing,
wi
Begin this worksheet again to taefeated: nale Mafiorld. Wha
Ascension
t happens in the world that s
his ey w fing s, T
d i e
end ebt ll g rs a e R h fail your what would the factions in
ke e a your sandbox do?
give yourself options to If Co their plw Chara is develops the Characters? quest.
Qu fairs canive imll waed, a
Steward the game rather or sen mmodu ace. cters est y-t ’t b po nt nd
1 a e s S R What are their motivations,
Qu : E le c pa sib ha um plans, and behaviors?
to g t hom s is h
6
than control it. est lim rea id. le q mu ple
If th ive new e: he begealed Gramma Tree: a force of order and balance
Gr 2: AinateturesThey uestss lock
4
the w BBE e q i ns in the world. Without her, nature loses control. a s
ues n s t t w
dm ist he B o st ill o en d a t e
brea orld be Gs succts. Commodus: is from another plane of existence. This Qu a’s sthe Wear op yoalso sureway.
k ap gins e e d: plane is tearing his mind apart. He is insane and es ec o fa u
a Go t 3: Dret p lf inmily.
sleep rt and to desperate. He cannot die. He could be reasoned with. ld- ou ie r st .
i r
divinng anci eveal
L e e
Demon is pulling the strings of Commodus and Fairy-Tales. Re ocksble cr cipe. aling
ities ent It will double cross or murder them in order to be free. d a an oss
. m d n d
Fairy-Tales are all jokes. They are silly, cartoonish, slapstick quests. e th bri he T
Loot is any McGuffin that can advance the story and, once they fulfill ei ng
their purpose, can augment Characters. loo r
t.
Players won’t be able to Each faction will make
respond to everything. counter moves to Player choice
Adjust the
Freeing Shamus condemns that results in the death and
Gramma, etc. imprisonment of Shamus
and Gramma Tree.
Story
As players make choices in
game sessions, adjust the NPC
story and the World’s
environment in logical ways,
Stewarding the story
5
rather than
creating it.
OnePageSandbox: Full Circle Divinitatis Propositum Why are you designing a dungeon?
A blank version
of this worksheet
is available at
RogerSpeer.com/
sandboxworksheet
2 Player Create 3
Goals & Style a Horizon
What Character What 3-4 locations can a
development can happen? Character see from the “Start”
What is the Player’s style: that may hold clues to the
Roleplayer | Storyteller meta-narrative?
Min-Maxer | Tactician Give each place:
Rules Lawyer Adventure | Treasure |
Sneak Conflict | Lore
Three
Room
Dungeons
1
W
e es pla hat T Entrance
t ur gam
en ni- le. y sto hr Puzzle
dv mi ’ sty to ers i ry-h esh or Roleplay
A da nt o o
o nd rs ys o o ok ld
ll t ks a aye ’ p n sd
Ca hoo r pl lay e q ra Conflict
aft yo
Cr to
u
The se ues w o
ssi t f ur or Fight
Main Thing
on or
?
Storyboard:
Revelations,
What is your dungeon’s Plot Twist,
meta-narrative? or Betrayal
vent ting t se to
ll
revi
ure? he ca
Cont the M tory c
How does
si the S
overcoming
side ain ontin
this quest
lead to
Play Cs d ion
r the Thin ue?
bigger
Ret adveng. How
Come
adventures?
oi
yourt do NPInitiat
urn ture doe
6 creating it.
Adjust the
Story
As players make choices in
game sessions, adjust the NPC
story and the World’s
environment in logical ways,
Stewarding the story
5
rather than
creating it.
Crowscroft
A Merchant city plagued by Vampires by Ruprecht
A Hundred years ago Crowscroft was a wealthy martime
republic that primarily traded salted sh. Now the city has
become authoritarian, dabbles in the slave trade, and people
go missing at night.
THE BATTLE WI
TH TI
TANI
A MAPFEATURES
WhieTi
l t
aniacannotres
istFaeWi ne,shehates A-Mi rr
ors:Enemiess pawnf r
om thes e
mortal
s.Duri
ngthefinals t
age,anas pectof B-Barrel
s:Usedt ostoreharvestedcrops
Ti
taniawillt
rytostoptheplayer
s. C-FruitCrusher(Stage1)
D-FruitPress(Stage2)
Theplayersmus tmovet heirpr
oductar oundt he
E-Fer menter(Stage3)
room,visingt hefoll
owingi nor :f
der r
ui tcrush,
F-AgingBar r
el(Stage4)
frui
tpress,fermenter,agingbarrel
.Oncet he
G-Pi l
lars(Impassable)
productreachesastepint heprocess,itmus t
H-Wel lofRenewal:Deadpl ayersrespawn
remainthereun lthes tartofthenextr ound.
her
eatt hestartofspringathal fheal
t h
Onceallpr
ocess
eshavebeencomplet
ed,t
he
FaeWineiscomplet
e,andabargai
ncanbest
ruck.
Gai
nadvantageonanya ack
I
mposedis ageonTi
advant t
ani
a’sa ack
THE SPRI
NG COURT THE SUMMER COURT
8s eedl
ingss
pawnandr us
htheplayer
s,wi
th1d4moreseedl
ings 4wat
erl
ingsspawnandrushtheplayer
s,with1d4morewaterl
ings
spawningatthebeginni
ngofthesecondandthi
rdr
ound,toa spawni
ngatthebeginni
ngoft hes
econdandthi
rdround.
maximum of8s eedl
ingsatanyone me.
Whenawat
erl
ingdi
es,eachadj
acentcr
opi
swat
ered.
Wheneveraseedl
ingiski
ll
ed,acropispl
antedwhereitdies,
Thi
sseas
oni
sintendedasamoret
ac calcombat
,withthe
ori
ntheclos
es ts
pacetowhereitdiedi
falr
eadyoccupied.
pl
ayersmovi
ngcr
eat
uresaroundsotheycan
Thisseasoni
sintendedasafair
lys
impl
ecombat
, wat
erplants
.
le ngt hepl
ayer
sdealasmuchdamageand
A er3r ounds
,s ummerendsandanyunwat er
ed
plantasmanycropsaspossi
ble.
cropsdie.Eachwat er
eds eedgrowsintoa
A er3r ounds,spri
ngendsandany seasonalcr
op,t heplayersgetas pi
nforeach
remai
nings eedl
ingsvani
sh.Theplayer
s one,andt henautumn begins.
spi
nanumberof mesequalt othe
numberofs eedsplant
ed,andthen
summerbegi ns.
As
l ns
ai eedl
ingpl
ants1ext
racr
op Reduceawat
erl
ingtohal
fhealth
Summon1d4ext as
r eedl
ings Moveawaterl
ingt
oanys pace
THE WI
NTER COURT THE AUTUMN COURT
Af rostgiantcomestodestroythe 6wereratss
pawnperplayer
.The
fruits
.Itcannotbedamaged,ki l
led,or wererat
sdon’ta ack,t
heyjusttr
yto
incapacit
ated,buti
ss llaffectedby s
tealtheplayer
splant
s,thenrunaway
.
othernega vecondions .
Werer
atsareterri
blyweak,anddietoany
Thef r
ostgiantexudesanaur aofcold.At s
ingl
etargeta ack.Areaofeffecta acks
thebeginni
ngoft hefros
tgi ant
’sturn,any dealdamagenor
mal l
y.
frui
tswithi
n5 oft hem (incl
udingthosein
Theplayer
s’objec veistoprotectthei rcrops.
barrel
s)arefroz
enanddi e.
Thi
sisint
endedasacombatwher econtrollersand
Theplayers’objec veistokeepthei
rcropsaway def
enderscans hi
ne,preven ngthewer er atsfrom
fr
om thef rostgianttopreventt
hem dyi
ng.Savvyplayerscan r
eachingt hecr ops.
hampert hefrostgiant’
smovementwhi l
eallowingagil
echaract
ers
A er3r
ounds
,aut
umnends
.Eachremaini
ngcropi
sharves
ted,and
tomovef ruit
s .
theplayer
sgetaspi
nforeachone.
A er3rounds ,wint
erends,andt hefrostgiantleaves
.Thepl ayer
s
Theplayer
smus tdeci
dehow t
heyar eorgani
singthei
rcr
ops.1crop
spi
nonceagai nforeachsurvivi
ngpl ant,thesespinsdetermine
canbeheldwithnopenal
ty.Barr
elscans t
oreupt o4cropseach.
boththetokenstheplayer
sr eceive,andt hefrui
teachcr op
Aplayerhol
dingabar
relcanmove,butt akenootherac ons.
matur
esinto.
Aplayercanpi
ckuporputdownacrop,orabarrel
,aspartoftheir
A eras hortres
t,ift
heplayershaveatl
east1frui
tofeach
movementeachtur
n.Oncewinters
tart
scropscannotbeplacedin,
season,theycanbegi
nmaki ngthedis
htobargai
nwi hTi
t tani
a.
orremovedf r
om barrel
s.
Otherwisethecycl
estar
tsagainwithspr
ing.
Player
skeept
hei
rmat
uredf
rui
ts,butcant
radedupl
icat or3
esf
tokens.
Hal
vethefrostgi
ant
’ss
peedfor1round unawer
St eratfor1round
Move1bar
relorf
ruithel
dbyaplayert
oanotherpl
ayer Make1squar
eimpass
ablebywer er
ats
ht
tps:
//cr
eat
ivecommons.
org/
licenses/
by-
sa/
4.0/ ht
tps:
//l
inkt
r.ee/
ori
gami
dinosaur
creat
ions
https://creativ By
ecommons.or Henrikki
g/licenses/by- Soininen
sa/4.0/
A dimensionally distorted dungeon
where the broken Circle defies
normal laws of space. Letters A to F
show how it connects to itself, A to
C are currently active and connect
edges of the map where
designated. Restoring the Full
Circle by removing ancient
crystalline seals at 6 locations D, E
and F activates it for planar travel.
The Circle Cult worship infinity and
want to complete the Circle. All
members have a circle tattooed on
forehead.
The Spiral Goblins venerate broken
beings and oppose the Circle Cult.
All wear as much spiral jewelry as
they can.
1. Asd Remnants are maddened and
2. A distorted large humanoids with
3. S glowing circles on their faces or
4. D chests, previous operators of the
5. F Circle. Both factions have a pet
Remnant, while two roam free.
6. F
7. G The wizard Omnihephalus is
respected, feared and quite insane.
8. G
9. G Faction leaders have keys to locked
doors in their territory.
10. G
1. Entrance stairs from surface, 4 11. Wizard Omnihephalus’s lair, walls Hooks & rumors
statues with spiral/circle faces of circular mad scribbles, scrolls
1. Ancestors of Spiral Goblins dug
2. Cult common room, firepit, tables, hidden in trash, door trapped with
the tunnels around the Circle.
1d6+1 cultists guarding, cooking, electricity. Wizard (HD5) is here on
2-in-6. 2. Ancient civilization created the
bustling, smoky. Circle structures.
3. Cult sleeping quarters, 1d6-1 12. Wizard Omnihephalus’s
laboratory, exotic reagents 3. Spiral Goblins served the Circle
sleeping cultists, secret door Cult in past generations.
hidden with circle wallcloth. sprinkled in circles on floor and
tables, door trapped with 4. Circle Cult seeks to restore
4. Cult pantry+armory, well-stocked. ancient artifact to control fate.
electricity. Wizard (HD5) is here on
5. Cult public shrine, circular altar 5. Glowing mind-control circlet is
2-in-6.
with bloodstains in the middle, hidden and guarded by
1d6-1 cultists + remnant (HD3). 13. Quarter Circle section, feral
remnant (HD4) prowls relentlessly. monsters.
6. Cult leader (HD2) room, short 6. Pilgrims visiting the wondrous
Runes line circular corridor.
Circle section, guarded by 1d3-1 site have made the Cult and the
cultists, old lore scrolls. 14. Goblin common room, rowdy,
games, wrestling, cooking, pantry Goblins rich.
7. Cult secret shrine, 1d6-1 cultists.
corner, 2d6 goblins-2 goblins.
8. Cult’s glowing statue with circle 2d4 Random encounters
15. Goblin king’s (HD2) room,
head, twists to reveal tunnel down. 2. The wizard Omnihephalus
treasure, harem, pet remnant
9. Cult treasury, on pedestal glowing (HD5)
(HD4), 2d4-2 goblins.
control circlet, big pile of money 3. Dominant faction’s remnant
16. Goblin spawning room, 1d4-1
and cumbersome art. (HD3) + 1d2 handlers
adult goblins.
10. 2/3rds Circle section, feral 4.-6. Dominant faction patrol,
17. Goblin kindergarten, 3d6 young.
remnant (HD4) prowls and nests in 1d4+1
sidecave. Runes line the circular 18. Goblin trade outpost, 1d4 goblins.
7. Wandering remnant (HD4)
corridor which feels like it 19. Goblin statue gallery, spiral
from 10 or 13
continuously curves one direction shapes for faces, 1d4-1 goblins.
from A to B. 20. Goblin “treasury”, mostly weird 8. Opposing faction raid or
junk, Wizard’s spare head hidden. spies, 1d4+1
Your players could be undercover agents, sent to covertly reclaim the corporate secrets that lie beneath the Jonas Draco:
TRICERA STATION
Created by Frank Espen Larsen https://creativecommons.org/licenses/by-sa/4.0/
surface of the station. They could be criminal mercenaries, infiltrating or attacking the station to loot its
impressive tech, or they could be violent revolutionaries waging a war on the corporation that destroyed
their homeworld.
Undercover
agent posing
as a
buisnessman
ORBIT-KILL:
CITYSCAPE PRIVATE SCYSCRAPER TRICERA HQ LABS Areial
Offices, hotels, bars and clubs Mayling’s lavish private sanctum android
Central structure functioning as a A maze of high-tech laboratories
Vibe: Oppressive, stale and desperate to Vibe: walled in, quiet, filled with art weapons
seem hip. Filled with neon ads and glitzy nanobot hive Vibe: Clean, sterile, metallic and
galleries and luxurious rooms Vibe: Sealed, controlled, dark, polished platform
facades. Transport works by NPCs: Silent guards, drunk corporate
underground Mag-train. confusing layout, not built for NPCs: Scientists, Drek
higher-ups, Mayling dueling prisoners in a Myling Cera:
NPCs: Business People selling and personal arena.
humanoids Hazards: Chemicals or gasses can
buying, always busy and on the move. NPCs: Laoshu, The mad overseer of be pumped into most rooms Rich, spoiled
Hazards: Watchposts, rotating guards,
Jonas Draco is holding a fundraiser cameras Tricera (scientists are expendable), lasers and evil
party. Ask: «What art and antiques do you see Hazards: Nanobot swarms and sweep to «clean» hallways daughter of
Hazards: Security drones patrol at on display? What leisurly activity room do the CEO.
structures, the entire pyramid can Ask: «What kind of lab do you find?»
random, snipers rest on select rooftops, you find?»
alarms send all areas into lockdown. launch as a ship, unstable energy
Ask: «What shady business deals do you core Carl Twilk:
witness?» Ask: «What are the nanobots doing, Brutal ex-
and what do they look like?» criminal
warlord hired
as security.
LANDING STATION
Landing pads of private ships, a huge Drek:
hangar and a satellite dish
BIO-DOME Alien
Vibe: busy, controlled, check-in scientist
Flora and fauna under a massive systems, long lines
dome of energy given free
NPCs: Armored security staff lead by reign of the
Vibe: colorful, blooming, confined Twilk + travelers and visitors
and controlled labs.
Hazards: freight drones, checkpoints
NPCs: scientists, genetically with detectors, various ships Father:
modified animals and plants Ask: «What gets you through The old AI
Hazards: malfunctioning cages, giant security?» being out-
specimen, wild animal predators performed by
Ask: «What creatures do you see? the
How are they treated and nanobots.
contained?»
The
Specimen:
A massive
plant-
MECHANICS DEPARTMENT like being.
A system of internal tunnels and power grids fuel the entire HQ, they are all maintained from this area.
Vibe: Mechanical, undermaintained, narrow and dark. Laoshu Cera:
NPCs: Maintenance drones, shells of the «father» A.I. Mad CEO,
Hazards: Broken pipes/wires, missile silos, extreme temperatures, crushing machinery controlled by
Ask: «What signs of disrepair do you see in the tunnels?» nanobots
https://creativecommons.org/licenses/by-sa/4.0/ Door Locked Door One-way Door Secret Door
ASTAROT DUNGEON 1st Floor 1 square = 10’ 2nd Floor 1 square = 10’
A level 3-5 adventure by: Ginzo Melo
1- : Small camp with a journal about someone's journey in search of magic. Statue of old ranger in center.
(70 gp) in Left Eye. If removed carelessly, an electric bolt shoots from the other eye. d2
lurk on the walls, waiting for prey. Cold air fills the room. 5d4 coins in a Winter Offering Bowl appear.
2- : Humid, muddy floor with a large lake in the center of room. The Stone Fish statue spits water in
the lake. Lots of bugs fly around the room, a swims looking for a meal. Misty, the lake is frozen, and
the is sleeping in the mud near the statue. is seen under the ice.
3- : Decorated room with bushes. The NE corner has a table of fresh food. Bushes are lush and green. A
dryad named tends to the garden and helps if shown kindness. Disappears if attacked. The garden becomes
bleak, except in the NW corner, a Frostlily plant blooms.
4- : Dozens of rocks twinkle in a dark room, showing the current night sky. A large wheel depicting
summer and winter is on an axis, currently on the Summer side. Does not work unless the door is closed. A
(50gp) adds to a constellation in the summer sky. The rocks shift to depict a winter sky.
5- : Large trees tower high, room resembles woodland. d4+1 patrol the forest looking for food.
Signs of mold are present. Cold breeze, trees lose leaves. d2 are patrolling, but a is hunting. A
- Shortsword +1, icy blue blade (60gp) can be found in the largest nest.
with a pitch black handle. Blade can
freeze any liquid (with time). 6- : Large hills surround the large room. There is a stone hand stretched out from the East wall. A plaque
- Old wooden horn reads, “Seed's womb, Man's Tomb, Rock's Doom" under it. Placing dirt in the hand opens the Tomb. d8+1
with gold around its bell. Blowing on peck a clean skeleton in the middle of the room. It wears travelers clothes, holding a key. Snow blankets the hills,
the horn summons daylight 20’ around making movement difficult. d6 wander aimlessly.
the wielder for ten minutes. Snow
melts, flowers bloom, temperatures 7- : Large sarcophagus dedicated to “Costric, the First". A tall skeleton and the are found
stabilize, etc. 2x/day. inside. Little black flowers bloom around the tomb. A snowfall gently falls in the room.
- Wearing this ring will
cause moss to grow on your body. 8- : Doors are locked (key found by the lost traveler) and covered in vines (weaker in Winter).
Cannot be removed. Wearers are never
is poisoning the Blackwood with his spells. Wields the . d4
clean, but druids, rangers, and dryads
feasts on the Blackwood's bark, Drazzerak is casting spells to defend them. d6 protect Drazzerak
respect them.
chanting a powerful spell.
Exorcise the Devils by Dipquest
The Jersey Devils have been conducting raids across the Delaware River
into Kensington and the surrounding neighborhoods of the Philadelphia
sprawl and it is inconveniencing someone very important. The name of
that VIP is for me to know, you just need to know that they are ponying up
some top-notch Cyber if you can make them stop. You’ll need to take
down the Full Circle of leadership. Handle it however you like; erase their
BitShilling wallets, set them up for arrest, disgrace them so they flee into
exile, or something more...permanent. I don’t care, just don’t tell me
about it. Plausible deniability is super fashionable these days.
Piper Larry the Lump
Diamondback Lives in a coffin in
Plays the horn at stack 7
Jezza’s Jazz club Cyber: Permanent
Cyber: Augmented spinal-rigged deck
lungs to decrease latency
Enforcer: Annia Enforcer: Renshu
Sacker Solmouth
Goons: The Goons: Army of
Diamondback Drones
Rattlers
Exeter
Brick McWilliams
Hangs around Full-time at
Camden Yards; Investco LLC
Picks things up and Cyber: Fuzzy Math
puts them down cranial processor
Cyber: Chrome Enforcer: Poly
arms Westmar
Enforcer: Dyne Goons:
Silicon Crooked
Goons: Accountants!
Dockworkers’ Union
Dominic Krawczech
Leader of the Jersey Devils, but taking him out without eliminating the Full Circle will
just put someone even worse in charge.
Working the Deli at Wawa when not raiding
Cyber: enhanced reflexes
Enforcer: Daiyu Screwsmith
Goons: The Sandwich Makers
Dipquest https://www.facebook.com/groups/748876776864760/
CC BY-SA 4.0 https://creativecommons.org/licenses/by-sa/4.0/
Map courtesy of wikimedia.org
Riding Through the Night: Level 5
Rules:
They have 12 hours. An
outer path takes 3 hours, an
inner path takes 2. Each lost
horse adds 15 min per hour.
ilsd
1. Dark forest path, overhanging trees: As they ride, 3 Gnoll fangs of Yeenoghu drop from
trees onto their horses. More gnolls appear. Too many to fight. They’ll have to run.
Treasure: 2 of the fangs have poisoned knives. +2d4 poison damage. 5 uses each.
2. Hills: 4-5 bandits on horses. Expert horsemen. Use centaur stats while not unhorsed.
Treasure: 75 gp. 2 potions of healing
3. Bandits’ fort. 15 bandits, 1 bandit chief. Horses in a stable outside. If they didn’t reach
location 2 yet, stealing or getting rid of the horses removes encounter 2. The fort can be avoided.
Treasure: 250 gp. Ring of animal influence (held by bandit chief)
4. Broken bridge. An old woman offers to help. If they trust her, she leads them into the forest,
to a place the river can be forded. Then she gives them a ring of truesight, revealing herself as
the ghost of Quercia, come to atone. If they don’t trust her, a shambling mound approaches as
they finish rigging a bridge. If they’re smart, they’ll split up to lead it away instead of fighting.
5. Stone bridge. A herzou stands in the water, able to reach the bridge. As they can’t fight it,
they’ll have to distract or trick it.
6.2d6 + 2 death dogs. They go for the horses.
7. 2d3 Perytons. The horses panic as they attack. Any PC that fails at skill check (handle animal.
DC 14) gets bucked off (DEX save. DC 13) or carried in a random direction.
8. Army outpost. They can get new horses here, but it will cost them 2 hours travel.
Final Encounter: Solina Rokerua has been replaced by a cambion, and has a staff of illusion.
She’s replaced several guards with thugs, and corrupted others. As they return, ‘She’ accuses
them of hiding outside the city instead of completing the quest. Remind the players that the gem
back has to be returned to where they started by daybreak to win. Treasure: see quest rewards.
3
12 11 Gaia World
1-8 Gaia World is a derelict
4 cylindrical space station with a
2
B safari park containing 4 distinct
biomes (2,4,6,8). The station
10 rotates at about 3rpm around a
5 central (static) axis (10),
A B 9 10 generating roughly 1g. Completely
1 C run by AI, which went rogue a long
time ago, upon which it was
9 abandoned by the station owners,
6 shirking their responsibility. The
life forms in the biomes have
8 evolved further through fierce
7 1-8 competition. Due to lack of
visitors, the station AI and its
robot drones have started
'recruiting' visitors from random
100m passing ships. The AI will try to
20m 20m prevent the PCs from leaving at
all cost.
100m
Underlined = hidden, or to be
discovered by the players.
01|Arrival & reception long ago, it contains a booklet
The PC's awaken in a reception with a pin code for the KNOB 11
area (08), dressed in Gaia World Facility sections
themed jumpsuits. Soft music (1, 3, 5 and 7) have a similar 13
06|Sea biome Filled with layout (top down view):
plays, glitched promo videos somewhat murky water (~8m deep).
about the biomes. There is a The water contains colorful fish
'station map' leaflet holder, but and interesting coral. A sunken 13|Technical room, contains a KNOB
it is empty. A robot welcomes boat containing treasure lies at and basic info about the biome on
them, will not offer any useful the other side of the wall.
FACILITIES
the bottom, but is hard to see.
advice about leaving the Entrance and exit are docks with
station. There is an airlock and small rowboats. A tentacled sea
docking port (A) to space, but 14|Corridor. Connects the biomes
monster lurks, triggered by the and the facilities.
no ship is docked. The PC's ship sound of rowing. A small mossy
drifts far off in the distance, island is actually a sleeping
they must have been shuttled sea turtle. Largest enclosed area contains the
here. In the ceiling of the actual facilities offered in this
corridor (14) there is a secured section. 14
airlock 07|Gift Shop & souvenirs 12
to 09 (B). Friendly shop bot will help PC's
with dated station info. Shop
contains extensive information Random encounters
02|Nordic biome Forest of pine on all the biomes, the same map 1. 1d6 escaped wolves from 02
trees, whitewater river with as in 02, and lots of trinkets. 2. the survivor from 08 scavenging supplies
waterfall to cross between The bot is designed to notice 3. 2 + 1d4 bots assigned with corralling the
exits. Contains cabin with shoplifting and will respond PC's to a 'fun' area (a biome or the shop)
supplies and a diary of previous with lethal force. 4. a swarm of mosquitoes from 08
forced visitor. A pack of wolves 5. 1d4 security bots mistaking the PC's for
lives here. They are aggressive malicious intruders
and intelligent, but can be 08|Jungle biome Lush humid 6. severely glitching admin bot
tamed. There is also a forest. Contains flesh-eating 7. a crew of maintenance or inspection bots
malfunctioning lumberjack robot plants that can disguise performing critical maintenance/inspection.
wielding 2 chainsaws, 50% chance themselves as whatever is 8. the robot mariachi band who insist on
it's active whenever the PC's friendly to the PC's (they read playing a song for the PC's. They are very
enter the biome. minds). Huge deadly mosquitoes, hard to get rid of.
but also a cow-sized frog that
eats them. A long-time surviving
03|Guest accommodation Anonymous 'visitor' lives here in a hermit The KNOB (Kinetic Normalization Override Bus)
smallish hotel rooms with hut, is wary of contact. In each technical room (13) there is a secured
showers and bathrooms. Some dial that can be turned from - 6 to +6. It is
contain the remains of previous set to +3 when the PC's arrive.It has a keypad
forced visitors and their 09|Inner void. Unpressurized and for entering a PIN, and a port which
personal effects, one has a vac- vacuum. Illuminated by lights on corresponds to a plug that maintenance and
suit. A number of rooms equal to the central axis. Maintenance admin robots have. Either will unlock
the number of PC's is prepared bots scurry about, they try to operation of the KNOB. The figures indicate the
with neatly folded towels and a get the PC's to leave the void. RPM of the station. 3RPM (- or +) will
welcome folder, including a map There is a secure airlock (C) to generate 1G. 0 means there will be no
of the station. In a service 10, that can only be hacked with simulated gravity. Hacking or forcing the KNOB
corridor there is a secured a powerful computer or opened is nearly impossible, and might result in
airlock (B) to 09. with serious hardware. unexpected side-effects.
04|Desert biome Filled with 10|Central core (static). The Types of robots on Gaia World. Bots fear
sand, some desert vegetation. core remains static as the wolves
Broken down enclosed safari car station rotates around it. Leisure musicians, hosts. Their info is dated.
at entrance. Artificial wind. Contains escape pods, the Inspector small, spider-like, inspect the
Skeletons and mummified remains mainframe core and fusion technical operation of the station.
surround the lair of a giant reactor powering the station. Maintenance powerful, nimble, multi-armed and
scorpion. There is a puddle of There is an airlock to 09. loaded with technical knowledge. Dumb and
stimulating liquid, which is focused.
actually pee from the sand worm 11|Shuttle track. Automated Admin avatars of the main AI. Powerful
that is sleeping under a worm- shuttle carts ride around the intelligence on their own. Friendly, but
shaped dune. If the PC's linger, station and connect all the stern.
the worm will awaken and attack facility sections. Corridor is Security similar to maintenance, but with
them. dark, strange noises echo weapons instead of tools.
through it.
05|Restaurant and cafeteria Some Possible shuttle Track incidents
salvageable tinned food. 12|Environmental control for the 1. Random stop, shuttle thinks it is at a
Industrial kitchen, and large biomes. Inaccessible, except station.
eating area. Walls adorned with through secured hatches intended 2. Shuttle derails due to dead visitor on
biome-themed imagery, offer for small maintenance bots. track.
hints at what lurks there. Allows for things like changing 3. Accelerates to ludicrous speed, eventually
Some survivor made a camp here temp, raising/lowering sea crashing.
level, light levels, etc. 4. Nest of giant wasps blocks the tunnel.
These fields are These fields yield These fields are These fields take
These open fields
Farmland
poorly organized for patches of wheat, Drought tolerant tilled very carefully in advantage of the
The Journey of Within the Ring optimum growth,
have a vision
corn, and pumpkins plants fill the fields, the spring. Water is abundance of water
breaker of hills and
The whole party, even the member trapped in stone, arrives inside prompting questions in the fall, sprouts of sprouting in fall and carefully collected growing dense
woods from the
if the village will have these plants can be yielding in spring. over summer. swaths of rice and
village nearby.
the ring through the door of a large stone tower, which shuts behind enough food. seen in the spring. Harvested in the fall. soybeans.
them, at the center of a forest. The party arrives in the ring during
These patches of Large rivers bleed
spring in the morning. If the party travels over an edge they loop A roaring rocky river There is a large A wide beautiful lake An ancient riverbed
Waterside
in time to the next season, seeing any effects of their actions in this Dense isolated Homes with Mud brick buildings
Tall A-frame cabins. Stone brick homes. Wood slat buildings
simulated ring world. After they go forwards in time the first time and cabins. The village comfortable with wide porches
Village
poorly organized for here after wiping out through these fields
learns from his mistake, and he sends them back to the start in optimum growth,
this area is where
the village in the
social credit with the water carefully
on their path
migratory deer villagers working collected for farming
spring. prompting questions
hunted by gnolls
winter, close enough
harder than anyone is used to put out the
towards the village,
if the village will have to steal from the potentially
reside. in these fields. fires.
enough food. ruins regularly. destroying crops.
If the party resolves the issues within the ring, helping the villagers
and the forest dwellers find peace in one way or another, the Nature- The Kobolds live In the fall, this is Lizardfolk living in Snakemen draw
Goblins gather food
Waterside
Wizard of Hellenhock will appear and free the trapped party member. here, residing on where the gnolls
here in the summer,
the wild have a
The orcs migrate in
water late in the day,
complex rafts begin attacking dispute here with used for moon
The party’s reward for this endeavor is the ability to return within the this area becomes a and out along the
anchored in place. In villagers, as they pull villagers in the fall rituals. The villages
place to test for waterside.
drier climates the up water. They camp over water access fear their water
ring as they see fit, enjoying the peace they worked for. rafts reside on stilts. here in the winter.
witches in fall.
that snowballs. fetching pilgrimage.
The ring cannot allow party members within it during combat or The village is Goblins gathering in A splinter group
The villagers here Villagers In the spring the
during time sensitive moments, and due to the illusion of the ring it have a loud
unaware of the the waterside area is forms in the fall to
immediately jump to village turns away
Village
https://creativecommons.org/licenses/by-sa/4.0/
The Black Keep of Stanlaw
Austin Rode and David Stucker
Three centuries ago, the wicked baron Godric constructed this keep outside of the hamlet of Stanlaw. From atop the hill, the baron maintained a reign of terror over the village,
studying dark sorceries, pursuing forbidden knowledge, and consorting with demons. One night, the keep was struck by a bolt of lightning, killing the baron and all those inside.
Stanlaw: A small village with a few houses, an inn, and a marketplace. GM’s Note: Baron Godric, also known as the Witch of Stanlaw
The keep sits atop a barren hill, upon which nothing will grow, and was a scholar of dark magic and forbidden knowledge. During
covered with the bones of birds and other small animals. his life, he made numerous trips to distant lands to gather lost
knowledge and artifacts. His most fruitful were to the desert
lands lying far to the south. There, within an ancient rock cut tomb,
he found papyrus manuscripts said to hold the secrets of life and
death. It would become the center of his occult practice,
culminating in a dark ritual in the presence of his gathered
consorts — all within meeting their doom as a bolt of lightning
struck the keep. The ruin has been seemingly cursed, and the
baron’s spirit still haunting its parapets; his treasure never looted,
The tower contains fragments of a crystal ball, shattered and charred.
and his sorceries unlearned.
On the largest piece is the negative image of a handprint.
A wealthy man, the baron’s chest contains 127 pence, 32 groats,
and 13 nobles, along with a ruby worth one pound. A golden
lamp worth seven pounds is in the cellar, along with the baron’s
other curios.
The lord’s chamber contains a bed, a chest, tapestries,
a desk with a bell and candelabra, and a copy of the The baron’s spirit takes the form of a partially skeletal revenant,
Book of Dead. An armor-clad figure remains gripping charred and burned. Despite rumors otherwise, he is unwilling to
the ladder to the towers above, withered and twisted. grant an audience, instead howling and shrieking madly, cursing
His armor is of a style from the past century. those who disturb him, and striking with his sword.
Curses (1d8):
1. Exsanguination
2. Horrible disfigurement (head on backwards)
3. Collapses ruins
4. Turns all treasure to lead
5. Strangulation
The great hall contains long tables and 6. Turns your tongue to stone
benches, along with silverware. Skeletons 7. Burns you alive from the inside out
litter the floor, seemingly fallen all at once in 8. Total amnesia
the throes of a depraved feast. An Rumor Table (1d6): While in the village, have each party
overlooking gallery contains several small member roll for a rumor they hear about the ruins.
tables and chairs, along with a lute and a
book of rhetoric. Looking down, you are 1. The last man who visited the ruins returned strangely
briefly stricken with a vision of the wicked and horribly disfigured (True)
revelries below. 2. The baron and his consorts held a debauched feast
on a fast day, the wicked revelers inside perishing to
a man as the keep was set ablaze by lightning. The
only survivor was a servant, spared because of his
good spirit. (True)
Inside, the walls show signs of fire, and the floor is
3. The baron trapped a demon in a gemstone to guard
covered with the innumerable bones of dead birds
his great treasure. (False)
and small animals. The tattered remains of
4. The baron was falsely accused of sorcery in life and
tapestries are stirred by the wind from an open
murdered by his rivals. (False)
window.
5. If you stand atop the tower at the witching hour, the
baron will appear, granting an audience. (False; he
is liable appear anywhere at any time)
6. At the witching hour, every living thing on the hill is
stricken dead. (True)
A cellar-like storage space. Contains ruined tools
and hardware, along with a strange stone jar The entrance is 15’ up,
decorated with an animal head on the lid (a the wooden stairs long
canopic jar), a strange, scaled hide (that of a rotted away, the nearby
crocodile), and a large gold oil lamp — retaining wall crumbling
souvenirs of the baron’s travels. and unsteady.
https://creativecommons.org/licenses/by-sa/4.0/
Artwork adapted from the public domain by Oliver Juve on behalf of the authors
The Temple of Many Faces
Austin Rode and David Stucker GM’s Note: The temple itself is an immutable extradimensional space, as old as time itself, with entrances that appear in
many disparate worlds. Due to its unique nature, it has housed a collection of strange lifeforms, weird artifacts, wonderous
technology, and far-flung travelers, some of which are still present. Its shape indicates some relationship to the primordial
force of chaos.
Entrance: The entrance is exposed at the base of a mountain, seemingly positioned as if the stone itself has formed around
it. The pillars are crumbling and weathered, as if it is impossibly ancient. One jar contains a jeweled dagger and an
octagonal gold ring, the others are empty.
1: Three stone jars stand in the corner, and bas relief engravings of figures on chariots on the walls. A troll has made its
home in this chamber and will attack upon entry.
2: The central chamber; the hub of the complex. It is full of unrecognizable mechanical and technological objects, along
with alien pieces of art — though it's uncertain at a glance which is which. The room is so full as to be hard to move around
in. Items in this chamber include (but are not limited to) those found on the table at the bottom left.
3: The door to this chamber is difficult to open, buckling in on itself. Inside, a large and unrecognizable tree is growing
through the chamber, wrapping everything in thick vines originating from its opposite end. A low hissing sound can be
heard from the vines, and they whip out and attempt to snare anyone that ventures within striking distance, ripping anyone
so unfortunate apart and dragging the remains to flower-like “mouths” that along the walls. The opposite door opens to
an alien jungle of hostile plant life.
4: On the floor is a book; upon opening, it contains detailed narratives of the lives of every living thing to ever live, as if
the pages never run out. The opposite door reveals hills of ash and dust. The air is thin and smells of ozone.
5: This chamber is flooded, with ankle-deep water teeming with alien fish and aquatic life. The door opens to a tide pool
on an alien coast where three orange suns rise over a green sea. The sand is black like coal. The shallows are safe. The
depths are not.
Contents of Room 2:
6: The doors are incredibly difficult to open, opening to a chamber without oxygen or gravity; the exterior door is open,
• A silver ten-speed Schwinn bicycle and the starry blackness of space is visible. Once a gap is open in the doors, air rushes out. If they manage to get the
doors open, they are sucked into space.
• A brain in a green-ish glass jar, which communicates telepathically, but
incomprehensively. 7: A large metallic throne facing the exterior door, upon which sets a dome-like crown. There is a control panel and two
• A black sword levers nearby. One lever electrocutes anyone sitting in the chair, the other gives strange visions of the past, the future,
• An alien musical instrument, unable to be played by humanoid-life. Its and distant worlds. The door opens halfway up a cliff face, overlooking the ruins of a marble city.
exact function is unknown.
8: This room contains the desiccated remains of alien explorers — five or six beings with large heads and black eyes,
• A tablet engraved in three languages, none of which you understand
their skin having turned translucent and paper-like, through which their internal organs and skeleton can be seen. The
• A ten-foot pole
opposite door is barred from the other side.
• A fire extinguisher
• An obsidian mirror 9: A strange beast shambles out of this chamber; on its left side, it has seven tentacles, on its right, an arm with two elbows
• A functional but empty cryogenic chamber that ends in a large hand with six fingers and two thumbs. Its head is a single large eye surrounded by fangs. Its body is
• A spinning gyroscope covered with patches of scales, with the rest of its skin being smooth and excreting a slimy mucus. One leg is bent back
like a dog's leg and ends in a single talon, the other is large and thick, like an elephant’s leg, without joints. In the center
• A book of astrology for a foreign galaxy
of its chest is a large opening from which it breathes and speaks. The open door on the opposite side of the room leads
• A deep-sea diving suit
to a plane of endless green flame, the sky a dark purple.
https://creativecommons.org/licenses/by-sa/4.0/
Spiral Orbit of the Stars
Infinite Ocean. Sunfish, pufferfish,
For the stars are the progenitors of magic. Spells are and cod swim in cold saltwater. The
embodiments of celestial bodies upon the world. Ancient ocean stretches beyond the horizon.
astrologers found an undercurrent of the night sky, carving an
orrery dedicated to the Zodiac, which became manifest. Island. Rocky outcrop. Inky night sky
above. The Starlit Sword shines
upon the isle (gleams, fires starburst
Surface Entry. An iron disk, Supplies. Scented sacks filled Water Bearer. Aquarius, a strapping under moonlight).
engraved with constellations. with seeds, coal, wood, etc. youth & immortal. Wants to escape.
The disk rolls away during the More valuable than gold here. Despises the Sun Lion. Carries an
solstice, once a solar cycle, for Everflowing Jar (bottomless water).
an hour before returning. Spiral
stairs lead down to the Orrey. It
takes 30 minutes to descend or
ascend the stairs.
“The clock strikes twelve at the corporate office of Filkinson’s Plastics & Such. You, a lowly cubicle worker, have exactly ONE HOUR
to dine & return. You plan to ask out SHELLY, the cute counter worker at Cher’s Sandwich Shop. Do everything you can to avoid
getting held up at work. Find allies who will help, flee from distractions, get fed, ask out Shelly & return for the one o’clock finance
meeting!
In your cubicle, you see…”
Coworkers (Roll for each PC that will be joining you.): Coworkers’ inventory (Roll once for each PC):
1-Bubbly Bridget 4-Octogenarian Oliver 1-unsharpened pencil 4-ream of copy paper
2-Confrontational Carl 5-Sarcastic Sara 2-pen 5-key
3-Flirty Felicia 6-Introverted Ian 3-tape 6-stapler
“Before you can leave the cubicles, your manager, LeeAnn, approaches you. She needs 100 copies of your report for the 1 o’clock
meeting. You know that the printer is jammed. The copy store next to Cher’s closes for lunch at 12:45. The clock on the far wall
reads 12:10. What do you do?”
(Players who fix the copier jam [with a successful DC 12 roll] find a carrot within it.)
Players who choose to grab lunch from the breakroom find only a pot of stale coffee on the counter. Inside the fridge is a tupperware
marked “Mine!” with a sandwich inside. Inside the sandwich is bologna and a beautiful locket on a golden necklace. The fridge also
contains chunky milk. Anyone who consumes the sandwich before finding the locket inside will begin choking. The clock on the far
wall reads 12:25.
“The elevator is packed, and the doors close before you can get to it. Roughly 15 impatient people stand in front of you. You’re on
the 14th floor.”
“Outside of the office is chaos. Cars are bumper-to-bumper in the street. Circus animals of all types bound over these cars. It seems
something has happened at the nearby zoo.”
Those who investigate the zoo will see that eco-terrorists have strategically freed all the animals they can. A ZOO KEEPER tells you
that you can get paid the same amount if you quit your job and help her round up escaped animals. (RP this animal rescue process.)
“Cher’s is packed as usual, and Shelly looks overwhelmed at the front counter. A WOMAN NAMED KAREN is filming her and
berating her for something unintelligible. Strangers scowl at you if it looks like you’re trying to break in line. The clock on the far wall
reads 12:45.”
It’s nearly time for the meeting. You’d better head back up to the office. Fortunately, the zoo creatures seem to have moved along.
“In the office, the clock on the far wall reads 1:00. The meeting begins. LeeAnn looks up at the door and…”
https://creativecommons.org/licenses/by-sa/4.0/
A
Full
Gibbous 20 DC
New
:1
18
(Start)
2 Soon after the Order of the Glorious Secant moved into an abandoned holdfast in the
16
14 Scatterfall Mountains, townsfolk and travelers started to go missing, livestock became afflicted B
Half Crescent with a wasting disease, and the moon’s phases became unpredictable. The Order is attempt-
ing to fix the moon in its full phase, an aberration against the proper function of the universe.
Moon Phase Progression: A: Entry Bridge: if the party tarries too long the Rock Scorpions who nest on the underside
As the party delves deeper will investigate. The scorpions will not enter area B.
and the ritual progresses, the B: The Gate-Circle: passing through the large gate will trigger necrotic damage if the Cult Symbol is
moon phase advances. not presented. Circumventing the main gate requires a modest climbing skill check. Each other gate is
Diffulty Classes increase and carved with one of the phases of the moon. The New Moon gate is seeping milky fluid (the remaining
spells’ strength, range/area, gates will also seep as the moon phase advances). The spiral stair-well is steep and slippery. Optional:
and duration are affected. Cultists are hiding behind the half-moon gate and will attempt to push the PCs down the stairwell.
Spellcasters will immediately
feel these effects. C: Entry Hall: a Wolfbat waits in the shadowy alcove. It will attack any non-cultists who enter. If
New: No magic combat goes poorly it will flee up the stairs to A and then fly to area I. The floor tiles of the Wolfbat’s
Crescent: 1/2 x magic alcove conceal a shaft to area I. Light is provided by wall-mounted Moonstones (willl glow for 6 hours
in darkness, can be recharged by exposure to moonlight for a full night).
Half: Normal magic
Gibbous: 1 1/2 x magic D: Cleansing Chamber: The door to this chamber is locked. A spring-fed trough here is used
D
Full: 2 x magic for ritual ablutions. Covered in sediment at the bottom of the trough is a Cult Symbol and a
valuable bracelet. Hanging on the wall are several cultist robes.
E: Bas-relief: a carving on the wall depicts a moth-headed lunar god. The mandibles of the god can be removed and are C
the key to the Ark in area G (only evident with careful searching).
F: Chapel: several Cultists and a Cult Priest (spellcaster with a magical dagger of life-drain) are conducting a ceremony
of moon-worship. Anyone entering who is not wearing robes will be immediately attacked. Even robed, anyone with F
unclean hands will be found out if they come within 5’ of any cultmember. On the altar is a goblet of spider venom — E
the priest is immune.
G: Library: among other books a glass Ark containing the high holy text of the Order. The ark will release
moth-powder (save or sleep, lethargy on a successful save) unless opened with the key from area E or the lock is
successfully picked. If opened without the key the Cultists from area F will enter and attack (if alive). The
G
book is quite valuable to the right collector. Behind a stack of books on zoology is a secret passage to area I.
H: Sacrifice Preparation: two Cult Priests are milking the venom from a Phase Spider. All three will H
attack any intruders and will not be fooled by cultist robes. Two poisoned townsfolk are bound and
gagged in the corner.
I: Bat Cavern: A colony of Bats lives here in total darkness along with three Giant Bats. If I
disturbed (loud noise, bright light) or warned by the Wolfbat they attack; bites require a
constitution save to avoid Wasting Sickness (gain a level of exhaustion immediately and save
again every hour - cured on success, another level on fail). A tunnel leads to the outside (a
perilous climb). Optional: yard-long Guano Worms infest the litter on the cave floor. K
J: Cultist Roost: several Cultists and Cult Priests sleep here, suspended from the ceiling. The floor J
of this dark room is strewn with empty venom-goblets - if kicked over the cultists will awaken and
attack. The goblets are of silver and opal (valuable).
K: Ritual Chamber: a poisoned townsman is suspended head-down over a spherical glass vessel which
catches spider-venom leaking from his eyes. Two Cult Priests and a Lunar Wolf observe. Disrupting this ritual L
stops the advancing moon phases. Emptying the vessel sets the moon phase to New Moon.
L: Lair of Loris Monaraktyon, leader of the Order. She is a spellcaster and multi-lycanthropic, able to shift at will Text and images by Steve Kilian
(CC BY-SA 4.0)
between human, Lunar Wolf, and Giant Bat form. She wields a life-draining longsword and wears bracers of defense.
https://creativecommons.org/licenses/by-sa/4.0/
[the burger baron must die]
A one-page scenario for surreal urban or cyberpunk-fantasy settings
A trio of fast food demons harvest the gluttony of unsuspecting citizens through a Through membranous wormholes in the astral plane,
widespread late-night drone delivery program. the spirits return to the BURGER BARON at his
A grungy street mystic contacts the PCs through messages scrawled in marker on used corporate HQ. Itʼs guarded by a swarm of biplanes
burger wrappers. If they heed the warnings, they will learn of the ULTRA-PROCESS, and the hungerers— emaciated customers who are
a three-part cycle of demonic perversion that is slowly killing the city. Even if enthralled to their salty-sweet cravings. The Baron
they ignore the mysticʼs greasy missives, they may find themselves drawn waits in the executive board room, overseeing his
into the process as bystanders or victims. empire from the 40th floor.
If the Ultra-Process is disrupted, the city will fall to chaos as thousands of desperate hungerers seek to
sate their lust for the delectable snacks. The urge will pass, but only after several nights of riots and chaos.
Tallis Clark
The Phoenogryphon
When you cannot die or change, eon after
eon, how long is it before you become hell-
bent on something–anything–new?
If you put the books into his hands there will be a flash and a loud noise and the statue and the
books will be turned to gold. The golden statue can be moved easily, revealing a hole in the floor
which leads to an underground dungeon.
Prior to that every 5 minutes 1 D6 giant rats crawl out of the mouth of the statue.
2 A bath with a 3×3 m pool. The walls have beautiful mosaics of nereids and hippocampi. There are 3
goblins in swimming trunks in the pool tossing a bunch of keys at each other. These are the keys to
all rooms of the dungeon. The goblins left their clothes and weapons outside the water. The door to
room 4 is locked.
3 A small room with a divan bed. On the table next to it you find the book "Rivers of Glitter &
Gold", one of the books you need to bring to room 1.
4 The music library. Papyrus rolls with notated music, ancient wind instruments, a bouzouki, a trum-
pet all the way up on a shelf but no ladder and one of the books you are looking for: "Cradle Songs
for Dragons. Soothing the beast with the trumpet’s call."
5 The alchemist’s laboratory. Various objects on a large table, in dusty cupboards and on the floor
between shattered glass and turned over chairs, most of them broken, useless. Alembic, crucible,
mortar and pestle, a pair of tongs, bottles and vials. Rats are nibbling at old papyrus rolls, de-
stroying texts as old as the Eastern Roman Empire.
6 The room looks like an archeological burial site. Bones, weapons and armours are scattered all over
the floor. A giant skeleton sits in one corner, bent over, holding the book "The Good Earth" by Pearl
S. Buck in its hands. It wakes up to defend his possession, if you fail your pickpocketing roll.
7 The door to this room is locked. It smells like incense. A little red dragon is smoking a water
pipe. She is stoned, in a funny mode, unpredictable. She is curious why you entered the room. The
dragon is guarding a pile of old coins, the relics of St. Georg, the dragon slayer, and the book
"The Eternal Fire of Knowledge". Playing a song on the trumpet from room 4 can put her asleep. The
dragon is a deadly opponent if angered and she possesses a distinct aesthetic sensitivity.
8 1 2 Try to negotiate.
A cosmic ride to the end of all things. .1 .3 East Hilt
.3
jewel and metal resources. Mining area.
thrown his legendary “Sword of Undoing” towards the
.2
center of the universe. If it reaches it, everything will Mining Clans: extracting minerals for trade.
end. The sword is as big as a planet, and has been Rocky Formations: refuge to intergalactic wild
traveling through space for roughly 9000 years. beasts and natural dangers.
Civilization has grown on it. An old prophecy says you Mountain Hermits: offer words of arcane wisdom.
are one week away from its final destination. And it’s
.4 West Hilt
up to you to stop it.
.5 Damaged by cosmic currents over time, became a
desertic area occupied by Tribes and Raiders.
.4
Ancient Ruins: holds forgotten knowledge,
Fortified city with thick walls and tall towers gazing
through deep space. Center of commerce.
Pommel Guards: well armed guards, always wary
.6 Zephirax was enraged because betrayed by lover.
.5 The Council
of intruders from the outside. Main citadel on the back of the blade.
Nomad Merchants: trading exotic goods from Knights of the Swords: knightly order voted to
other worlds and different areas of the Sword. the preservation of order through the Sword.
Temple of the Angry Divinity: mad men shouting Sword Artisans: creating replicas of the Sword.
prophecies and sharing visions of apocalypse. Alchemists: mixing science and magic to
Smugglers: running a black market through the understand the nature of the Sword.
underground of Pommel Megalopolis.
.6 Vanguard
.2 Twin Jewel Gateway Outpost with overgrown nature guarded by Green
Dragons and Crystal Dragons.
Twin cities, convergence of roads and
.7 The Tip
.7
magical energies. Jewel Magi run the place.
Jewel Golem Guards: protect the magi.
Face the Avatar of Zephirax, steer the Sword back
Magic Academy: teaches jewel magic.
to reverse its trajectory and stab Zephirax’s heart
Conspiracists: wants to rebel to magi.
so it can find peace. (in another 9000 years)
1 Wirtz Lair 4
No one knows who built the giant metal spiral, but the
5
tales of its treasures are spun far and wide. Attached to
a cliff side, this colossal structure continually spins from
8
the waterfall and river below. A rickety rope ladder 3 7 8 5 1
1 . E ntrance
Bare weather-worn floor, quickly spinning, bringing closer the spirals entrance.
2. Outcast
5. Approach
A gecko-toad outcast The structures of the village give way to etchings and marking along the interior 4. Village
emerges from the water walls
•Escaping from being a Hovels made by river
•The markings depict warnings of the Wirtz and how to offer tribute trash are attached to the
tribute to the Wirtz,
there hasn't been an •Loud gurgling emanates from ahead, the water thrashing with movement walls, ceiling, and floor.
adventurer in a while •Without a tribute, the
•Explains the Wirtz is a 6. Wirtz 8. Drain
villagers are worried the
monster at the center of Wirtz may emerge
A toad-tentacle monstrosity stretches At the center of the spiral, a
the spiral, the village •The warriors of the
across the room. large pipe just into the cliff-side
feeds it to keep it from village wear mismatch
•Large tentacles from the roof and floor wall.
emerging armor and weapons,
suspend creature in the center of the •Water followed by air pockets perhaps from previous
•The outcast is climbing
room get pushed up the pipe adventures or items lost
on the walls, as gecko-
toad people can climb •Smaller tentacles whip about, turning •The pipe's exit dumps water on to the river
walls and ceilings over the items for food the banks of the waterfall, at the •While not inherently
•A sticky frog tongue shots out to grab the top of the cliff, near where it all hostile, if warned from
•The water ahead
tastiest of treats began the lookouts, the village
contains fish and other
river life. The village is ready to defend itself
7. Treasure
captures this food to eat
The remains of previous adventures lay strewn about, along with their
equipment and the various junk and treasures scooped from the river.
3
2
3. Defenses
Pyramid of Chrysopoeia by Paul Penna H – Temple to Osiris. Large statue depicting Osiris. Stone
benches. If a prayer is said to Osiris, then a holy symbol
https://creativecommons.org/licenses/by-sa/4.0/
of Osiris appears in the statue’s outstretched hands.
Background – In life, Chrysopoeia was a great alchemist who
could turn lead into gold. Among her other discoveries was a I – Amphisbaena Room. A magical symbol of a two-
silver potion with the power to cure any poison or disease, or headed snake on the floor of this room transforms into
break any curse. It is said by locals to still lie in the pyramid an amphisbaena when someone enters.
of Chrysopoeia, in her tomb.
To enter the pyramid, the characters must search the J – Treasure Room. A stone altar displays treasure and
north, east, south or west facing sides of either the upper, large vases are filled with coins. 2d6 x 10 gp, 2d6 50 gp
middle or lower tiers of the pyramid. The difficulty of find gems and a 50% chance of an uncommon magic item.
these outer secret doors is Easy, while finding interior secret
doors is Medium. K – Crypt of Chrysopoeia. Here lies the sarcophagus of
The interior walls of the pyramid are decorated with Chrysopoeia, with the magical basin at the base of it (12
images of snakes, some eating their own tails. vials can be filled from the basin). If the sarcophagus is
A magical basin stands at the base of Chrysopoeia’s broken open, then Chrysopoeia awakens as a mummy
sarcophagus, containing the potion, however should lord and attempts to slay the intruders. The sarcophagus
someone try to remove it who doesn’t wear the holy symbol is also filled with treasure (of your choosing).
of Osiris; it will become a deadly poison instead.
L – Lair of the Wyvern. A wyvern stands in this room in a
A – Antechamber. A sundial stands near the entrance of this state of temporal stasis. It is released from this magical
dusty room, in the path of any sunlight from the open door. effect when the door is opened, and it attacks. The beast
guards a treasure hoard (of your choosing).
Day at Sir Ferris's A dventure Circle! Squire's Grounds – A friendly lil' ones area with tamer fare.
Hook: You have traveled far and worked hard to get to the 1. The Joust (Wooden roller coaster) – RTL 2. Wait: 5 Min.
gates, but now the wait is over, and standing with your closest 2. Flying Griffons (Swings) – RTL 1. Wait: 3 Min.
allies you find yourselves at the greatest amusement park in the 3. Sir Ferris's Mini Wheel (Ferris Wheel) – RTL 1. Wait: 5 Min.
Tri-Hamlet area, Sir Ferris's Adventure Circle! With the one day 4. Knight's Parade (Carousel) – RTL 1. Wait: 3 Min.
ticket in hand, 50 Gold Pieces among yourselves, and 9 hours to 5. Kobold Slide (Helter Skelter) – RTL 1. Wait: 3 Min.
ride everything in the park, can you succeed in your quest The Old Vil lage – Let nostalgia take over as you wander the
before your ride returns to pick you up?
streets of a time gone by.
1. Barrels Down the River (Rapids Ride) – RTL 2. Wait: 10 Min.
2. Food (Fried Taters) – Regain 2 Fun Points (Every Character.).
Cost: 5GP
3. Game (Axe Throwing) – Prize: Line Skip Pass for Party (RTL 1-
2). Target DC 15. Cost: 5GP
4. Food (Churro) – Regain 5 Fun Points. Cost: 7GP
5. Drunken Dwarf (Scrambler) – RTL 3. Wait: 5 Min.
6. Horseless Carts (Antique Cars) – RTL 1. Wait: 10 Min.
Spooksylvania – A classic horror themed area of the park.
Oooooo..... Creepy....
1. The Count's Castle (Dark Ride) – RTL 2. Wait: 15 Min.
2. Dr. Madman (Inverted Coaster) – RTL 3. Wait: 30 Min.
3. Game (Karaoke Booth) – Prize: Line Skip Pass for Party (RTL
1). Target DC 7. Cost: 3GP
4. Food (“Bat” Wings) – Regain 5 Fun Points (Every Character.).
Cost: 15GP
5. Witch's Cauldrons (Teacups) – RTL 2. Wait: 5 Min.
6. Zombies (Stand Up Coaster) – RTL 4. Wait: 30 Min.
Enchanted Forest – A dark wooded area of the park where
danger can be around every corner. Or a picnic.
1. Manticore (Enterprise) – RTL 3Wait: 10 Min.
2. Goblin Chase (Bayern Kurve) – RTL 4. Wait: 20 Min.
3. Food (Corndog) – Regain 2 Fun Points. Cost: 3GP
Rules and tips:
4. Dark Wizard's Tower (Drop Tower) – RTL 4. Wait: 35 Min.
1. NO WEAPONS are allowed inside the park. 5. Giant Spider (Monster) – RTL 2. Wait: 10 Min.
2. Characters health is converted to Fun Points, i.e., if a
Kraken's Landing – Get ready to test your sea legs in this
character’s health is 14, they start with 14 Fun Points.
Norse themed wonderland!
When a character's Fun Points reach 0, they are no
1. Game (Mallet Game) – Prize: Line Skip Pass for Party (RTL 3).
longer able to ride attractions.
Target DC 20. Cost: 5GP
3. Each Ride has a Thrill Level (1-4) with a DC Save, Roll a 2. Vikings Revenge (Pirate Ship) – RTL 2. Wait: 10 Min.
d20 and add/sub any bonuses that apply. Failure of the 3. Bifrost (Super Slide) – RTL 2. Wait: 10 Min.
save causes an outcome. 4. Longboat Battle (Dark River Ride) RTL 2. Wait: 35 Min.
4. Each Ride has a Wait Time. Passes can be won at
5. Kraken's Arm! ( Magic Carpet) – RTL 3. Wait: 15 Min.
Games Booths to skip an attractions Wait Time. 6. Game (Shell Game) – Prize: Line Skip Pass for Party (RTL 2).
5. It takes a 5 minutes walk to get from zone to zone.
Target DC 7. Cost: 5GP
The Dragonlands – Home of the biggest and fastest rides
Ride Thrill Level DC Save Outcome
around. Can you tame the beasts or get burnt?
(RTL)
1. The Black Dragon ( Wing Coaster) – RTL 4. Wait: 45 Min.
1 DC 3 Lose 1 Fun Point 2. Potion Shop – Regain half remaining Fun Points (One Use) –
2 DC 6 Lose 3 Fun Points 5GP
3. Reign of Fire (Fireball) – RTL 3. Wait: 25 Min.
3 DC 12 Lose 10 Fun Points
4. Food (Ice Cream) – Regain 3 Fun Points. Cost: 3GP
4 DC 18 Lose half remaining 5. Flight of The Red Dragon (Giga Coaster) – RTL 4. Wait: 1 Hr. 15
Fun Points Min.
6. Game (Ladder Climb) – Prize: Line Skip Pass for Party (RTL 4).
Rides and Attractions! Target DC 25. Cost: 10GP
Sir Ferris's Courtyard – A beautiful garden area that is 7. Golden Wyvern (Hypercoaster) – RTL 3. Wait 1 Hr.
home to a large statue of the good knight himself!
1. Entrance/ Exit – Be back here in 9 hours, or miss your ride. By
2. Food (Turkey Leg) – Regain 3 Fun Points. Cost: 5GP David Huffman
3. Potion Shop – Regain all Fun Points (One Use). Cost: 25GP https://creativecommons.org/licenses/by-sa/4.0/
ENDLES CYCLES OF DEATH
D6 WHISPERS YOU
1-2: Only through death
REPEATEDLY HEAR
can you move forw
IN YOUR HEAD:
ard
end
3-4: The begining is the
death are your choices
5-6: Between life and
1. STARS FADE
YOU’VE ALL DIED. YET.... YOU WOKE UP HERE.
At the start of the universe, you stand in an empty
circular room. Across the room, there is a window
into the vast nothingness. You see a star exploding
in
slow motion.
2. MOTHERS’ WEEP
3. THE HUNGRY FEAST YOU’VE ALL FELL THROUGH NOTHINGNESS.
YET.... YOU WOKE UP HERE.
TS. You stand in an empty circular room. Across the
YOU’VE ALL SHARED YOUR DARKEST SECRE
room, you see a cradle with a baby weeping and hear
YET.... YOU WOKE UP HERE.
a mother’s desperate whisper
You stand in an empty circular room. Across the
room, you see two giant mantises.
To set you free, it asks you to share (d6):
is 1-2: What is your gravest sin?
They speak in one, hissing, deep voice: Our hunger
3-4: When did you first understand you true, evil
endless. They ask you to (d6):
cut off a piece of yourself for them to eat nature?
murder a party member and feast on their flesh 5-6: What part of yourself would you annihilate?
kill them and feast on their corpses
The only way out... is all of you sharing your darkest
secrets.
Whatever the ask, you all gradually will go insane
until
from hunger and piece by piece, eat each other
you are nothing but empty carcasses.
HOWMIGHTWEPLAY.ITCH.IO
A Midsummer Day’s Mischief Due to habitat loss the fairies of the Court of the Sea
have decided to move Sea King Thasseas’ wedding to
Timeline
9am
Events
You arrive; normality
Ocean World. Thasseas is marrying Queen Zephyris of 9:30am Curious happenings
Situation the Court of Air today. The fairies of both courts are
arriving at Ocean World for equal parts merriment and 10am Fairies appear; brazen mischief
• Fairy wedding mischief. Will you join in or try to steer clear?
• Spats & reconciliations 11am Attractions come to life; peak mischief
• Criss-crossed love potions 12pm Wedding on the waves
• Park attractions come to life
Gloomy Pirate’s
Grottoes Lagoon
Random Fairies
1. Sea King Thasseas
2. Queen Zephyris
3. 1d6 Nix
4. 1d4 Hippocampi
5. 1d4 Sirens
6. 1d3 Sylphs Mount Splash
Poseidon’s
Temple
Jungle
Mushroom Gym
Isles Sea Life
Swim
Wave Pool
Castle
Canals
3. Anteroom. Invisible treasure chest with 3,000 sp to left of 7. Bedroom. South door spiked shut. 6 bandits (F1, AC 14, hp 6,
south door, suspended 8 ft off of the ground. South door can D 1-8, MV 9, AL NE), led by Toroom (T3, AC 14, hp 13, AT 2,
be climbed to access it if opened inward. D 2-5/1-4, MV 12) and Festimo (F3, AC 17, hp 21, D1-8, MV
6) are planning a rescue of their 9th member, trapped in rm 8.
4. Storeroom. 12 giant rats (AC 12, HD ½, hp 2, D 1-3 + 1 in 20 Toroom has a dagger +1, potion of climbing and potion of
to cause disease, MV 12). Once 4 are killed, they retreat down flying, which she will only trade for the Absorbing Eye.
gaps in floor to 1-ft dia. tunnels, which meander to each room.
8. Octagonal Room. 2 ear seekers (AC 10, MV 1, hp 1, SA lays
5. Secret Room. 6 gnomes (AC 14, HD 1, hp 5, D 1-6 or eggs which hatch in 4d6 hrs unless cure disease, 9 in 10
1-4+poison, MV 6, AL N) led by gnome Nishvi (AC 15, HD 3, chance of death) inhabit door to room. 8 troglodytes (AC 14,
hp 14, MV 6), armed with picks and weak (-4) poison darts HD 2, hp 9, AT 3, D 1-3/1-3/2-5, SA stench, SD camouflage,
(two each). They have 35 gp and a giant red gem (a garnet, MV 12, AL CE) make enough noise to be heard outside. They
200 gp), which they will try to pawn off as the Absorbing Eye taunt an injured fighter in a huge, spiked pit trap, 20 ft wide and
(apparent 5,000 gp value). They hide from the troglodytes. deep. It opened around a gold statue of a gnomish hero
(10,000 gp, 800 lbs), which now floats above it. One eye of
Beyond hall door to south, the hall curves to right (north) and statue is a giant red gem (200 gp garnet, appears as 5,000 gp
slopes downward, though ceiling remains level. It dead-ends ruby). Statue is magically immovable, but the gem can be pried
after 25 ft with ceiling at 20 ft. A “secret door” is easily found at out. Lever in wall of pit trap causes collapse of pit (4d6 to those
ground level on left wall, but is a trap. Pushing it “open” causes within, 2d6 to those without, save for half). Magical gnomish
entire 25-ft passage to collapse (4d6, save for half). True runes hidden behind loose stones in wall of pit. If read, they
secret door to room 5 is located 12 ft off ground, concealed by raise pit floor, lower statue and dispel its immovability.
an optical illusion from below, but not from in front.
9. Empty Room. Only right door can open. Empty room with a
A downward sloping passage from the secret door in room 6 towering 30 ft ceiling. An invisible statue of a sage-like figure
also leads to an unlocked door in the north of the room. (depicted in rm 6) holding a rod across its lap floats 15 ft above
ground. It can be reached by an invisible staircase extending
6. Great Hall. Vaulted ceiling, 15-ft high in middle. 11 kobolds from the top of left door (8 ft off ground). Statue’s eyes are
(AC 12, MV 6, HD ½, hp 2, AT 1, D 1-4, AL LE) and their missing. If the two garnets (see rooms 5 and 8) are inserted
leader Krose (AC 1, HD 1-1, hp 4). Wary of all. They attack into statue’s eye sockets, it becomes visible and a voice
gnomes on sight. They will ally with troglodytes or others who sounds: “Would you care to trade me your weapon?” Anyone
know of a dragon’s egg found in the underworld nearby. can trade their weapon for the rod. It is a rod of absorption. If
the gems are touched after the rod is taken, they fire death
South wall. Single door to west has been barred. Movable rays at two persons per round (save vs death ray or die).
planks in door allow javelin fire if alarm raised. Three kobold
guards outside double-doors to east will retreat inside after 10. Empty Hall. Walls adorned with 10 suits of plate mail. Rusted
throwing javelins. Left double-door has movable planks and and unstable, they hold halberds in their left hands. If any suit
can be barred. Right double-door is locked; the key lost. is touched, 2 in 6 chance to collapse with a clatter. Rust can be
seen on floor by second last suit on left. Behind it is a secret
door, opened by rotating the left arm until halberd touches wall.
North wall. Bas-relief gnomish carvings in three sections:
mining, an image of a sage-like figure seated on throne holding
11. Cavern. 4 troglodytes (AC 14, HD 2, hp 9, AT 3, D 1-3/1-3/2-5,
up a rod, and war with lizard-like creatures (troglodytes).
SA stench, save or lose 1 STR/round, SD camouflage, double
chance to surprise, MV 12, AL CE) led by Tremvom (knows
West wall. Secret door, located 10 ft off floor (see rm 5). common, HD 4, hp 26, D 2-8, +3 to hit w/ javelin) waiting for
others in rm 8 and guarding secret entrance to the underworld.
East wall. Secret compartment, 10 ft off floor, holds kobold
treasure: 3 000 ep (gnomish), 2 000 cp, amethyst (300 gp). Licence: https://creativecommons.org/licenses/by-sa/4.0/
Flesh A sudden outbreak of monsters in a biochemical research facility has
thrown the entire lab into chaos. For the imprisoned test subjects, this is The office is extremely messy, clearly having been broken into. Some
The security room contains a large monitor screen
&
where players can observe the conditions in each test The prison is the starting point for the players. Each player is
a rare chance to escape. Those injected with the "Universal Cell Serum" bullets can be found. subject's room. held in separate cells, and the cell doors open after a power
have inevitably undergone mutations, making the use of some strange In the room, there is a wooden desk covered with disordered files. Inside the security room are two bodies.
Blood
outage. Outside the cells, embedded in the wall, is a
device to 'recycle' blood a crucial element in their bid for freedom. One document is a contract for custom-made serum, specifying the One is a facility researcher, who died from a fatal sophisticated black device. On the left side of the device is a
Design by G of Diamonds Studio - Diamonds & GuiJi delivery of 2000 doses of "Universal Cell Serum," signed by Adam wound to the throat, and has an employee card and an card reader.
The control room is the core part of the entire research facility, responsible for monitoring William. empty handgun on him. The other body is a monstrous If the players use a researcher's access card, the device
and managing all experimental processes and equipment operations. Another document describes the experimental records of the girl creature with pointed ears, a long face, sharp claws, activates, and a snake-like appendage quickly extends to bite
If the player connects any two colored power sources, they can open the door to the "Anya," spanning thirty pages and detailing over a hundred experiments and fangs, covered in bullet wounds. the player, putting them in a semi-paralyzed state. After a
Countess's prison from here. of varying scales. The most recent experiment is marked with an "X." Inside the desk drawer, players can find bullets and a brief moment, the appendage releases and retracts.
If the player connects three colored power sources, they can open the main door of the Behind the desk is a large bookshelf filled with various biology books, all spare fuse, and there is a baton hanging on the wall. The After taking a blood sample, the device displays the player's
research facility and escape through it. highly specialized and advanced. employee card can be used to unlock the security room current physical status.
One book, titled The Báthory Family, is written by Adam William door.
The temperature in the Countess's prison is quite low. Countess Elizabeth Báthory is and appears to be self-bound.
confined in a central cryogenic chamber, her body incomplete. The chamber is filled The entrance to the power distribution room is a damaged
It chronicles the rise and fall of the Báthory family, with a focus on
with flesh and blood for her to consume. heavy metal door with a sign warning of "High Voltage
how they avoided the Black Death during the medieval period.
On the table to the right side of the room, there is a record documenting the frequency Danger." Inside the room, there are three mutated animals
of the Countess's feedings. Prison implanted with ghoul cells (combat difficulty: easy).
The Countess will plead with the players to take her out. She possesses the power to The room contains a fire extinguisher and a first aid kit.
control some ghouls. Upon seeing the young girl Anya, the Countess will attempt to There are three fuse slots, each color-coded: Red, Blue, and
devour her to restore her own broken body. Control Security Green.
Office Inserting a fuse into each slot powers the corresponding
The large laboratory consists of two areas: the experimental area above the dotted line and Room Room
the operational area below it. The dotted line represents a blast-proof glass wall. colored door, which can be opened using an employee
Power card.
In the small room on the east side of the experimental area, there are gas masks.
Experimental Area
Distribution Some doors require all three fuses to be inserted to
The room is filled with hypnotic gas. A young girl, Anya, who is partially transformed Countess's Room supply power.
into a ghoul, is strapped to a hospital bed on the left side of the room with thick leather Prison
straps. She will ask the players to inject her with an inhibitor. Anya can point out the The morgue is entirely lined with white marble tiles.
path to the sewers. Along the right wall, there are several rows of neatly
Experimental Area arranged metal body storage cabinets, each with a locked
In the corner of the experimental area, there is a large round container with a sleeping
deformed monster inside (Combat Difficulty: Hard). Small Room door. In the corner of the room stands a heavy-looking
Operational Area filing cabinet.
Near the large glass wall, there is a large control console. Players need to use the "Universal Morgue On the other side of the body storage cabinets, there is a
Cell Serum" in the container on the console. The console has four buttons and an arm-sized connection to the incineration room, allowing bodies to
hole. Main Door of the be directly transported to the furnace via an internal
When players press a button, roll 1D4 to determine the effect. Each button corresponds to Research Facility conveyor system.
a specific effect: Secret Large
The incinerator occupies most of the room, and the
1. Open/close the container in the corner of the experimental area. The monster will only Laboratory Laboratory temperature here is significantly higher than in other rooms.
awaken if there is no hypnotic gas. In front of the incinerator, there is a control panel.
2. Bind/unbind the experimental subject on the hospital bed. When powered, the control panel can operate the
3. Release/remove the hypnotic gas. Operational Area Incinerator incinerator for burning or for waste disposal (the floor
4. A hidden compartment with a spare fuse will pop out from the wall in the experimental area. tilts downwards, dumping items directly into the waste
When an infected player puts their hand into the hole, a device will draw their blood. They disposal sewer).
Players can escape through the sewer system.
can then manipulate the arm to perform any actions they desire in the experimental area,
with strength far greater than that of the monster in the container. Pharmaceutical
Laboratory
Airlock Hall The counseling room resembles a theater, with several
The secret laboratory is filled with a strong, pungent smell of blood. A rough, gray-black chunk of
flesh, about half-human height, is piled up on the west side of the room. Embedded within it are
Room rows of refined seats and a large screen positioned centrally
in the room. Each seat is equipped with straps.
buttons and panels. This is the Bio-Fusion Workbench, topped with a massive black claw connected There are several tapes on human anatomy stored in a
to the workbench. display cabinet.
Searching the cluttered table reveals a piece of paper. Cryogenic The footage on these tapes is filled with gruesome
It details the operation of the Bio-Fusion Workbench—special "Universal Cell Serum" is Storage Room Changing
required to start its operation. Room
Lounge scenes from experiments.
Additionally, there is a logbook that records the viewing
Inputting commands will instruct the black claw to grab an experimental animal from behind the Counseling
frequency of each researcher, showing that most
glass and place it on the workbench. Room researchers have a regular schedule and number of
The system requires that the captured animal be injected with a vial of the "Universal Cell" viewings.
experimental serum. The serum needs to be placed into the mouth of the "Fissure Flower" growing The changing room has wardrobes lining
A spare fuse can be found in the counseling room.
out of the workbench. The temperature in the cryogenic storage three of its walls.
The type of animal to be grabbed and the type of animal created through synthesis are determined room reaches -80 degrees Celsius, a level Inside, various types of clothing can be In the hall, there are four ghouls (combat difficulty: medium) feasting on the corpses of
by the GameMaster. intolerable for humans. Protective cold- found, including a cold-weather coat and researchers who didn't escape. They will actively attack players who come close but will
Players can control the animal to perform simple actions using basic commands. weather clothing is required to enter. a fire-resistant outfit. not pursue them.
If a player injects their own blood, they can share the animal's senses and control the animal This room stores the reagent capable of On the back of the door, there is a mirror
for 10 minutes. inhibiting the proliferation of ghoul cells with a button above it. The lounge features a bar counter stocked with various snacks, surrounded by several
within the players' bodies. After connecting any two power comfortable leather armchairs. Behind the bar, there is a refrigerator containing
In the pharmaceutical laboratory, infected ghoul cells can be used to concoct the The backup power supply in the cryogenic sources, pressing the button causes the drinks, alcohol, and ice.
"Universal Cell Serum." storage room contains fuses. If the fuses mirror to emit X-rays, allowing players to In one corner of the room, there is a soft sofa, with a handgun hidden beneath the sofa
There is a special container with a capacity of about 5 liters, holding a small amount of are removed, the cooling machinery will see the internal structure of their bodies. cushions. Drag marks of blood can be seen on the floor, leading towards the elevator.
dark red blood. Above the container, a glass tube is connected, running into the wall. cease operation.
This tube leads directly to the Countess's body to extract her blood. Translated from Chinese by AI. Released under the CC BY-SA 4.0 license. https://creativecommons.org/licenses/by-sa/4.0/
THE RELICS OF ST ROWAN THE BALANCED 6. THE HAND THAT GRASPS
St Rowan was a sage who sought balance in all things. He mediated between rival factions and A room with six mummified hands
brought harmony to a war-torn land. His teachings emphasise the importance of equilibrium in protruding out from the wall. If touched
life and nature. His name like his sanctuary is mostly forgotten. The party may be aware of his roll 1d6 (or on investigation notice).
sanctuary because a ruler needs St Rowan's relics to aid in their trade negotiations, a church
wants to recover the relics and re-house them or a local drunk tells tales of a holy man who 1. Will scratch and inflict mummy rot
once settled every dispute in the village. (sharp nails).
2. Will shake hands opening the secret
door (clean skin)
3. Will grab hold of the character's hand
2. THE CLERICS VESTRY - THE and not let go without a remove curse
KNEE THAT STABILISES spell (gold rings with arcane symbols)
A vestry for followers to prepare 4. Will scamper away, but could be
themselves. Hooded cowls on various tamed (may see movement out of the
bone pegs. Ritual balancing stone worn corner of your eye)
from use sits in the centre. 5. Will crumble to dust (desiccated
Bone pegs. One peg on which a highly papery skin)
embroidered cow (50gp) is hooked is the 6. Is the mummified hand of St Rowan (is
knee bone relic. There are two secret the only left hand)
doors which are activated by twisting the
appropriate bone pegs. 4. THE HAND THAT REACHES 7. THE HEAD OF COMPOSURE
In this room an ancient monk with a staff
3. THE CHAMBER OF BALANCE The room contains a cross-shaped
balances on a skull. The walls are lined
platform that is elevated over a pit on a
This central chamber has statues of single pillar acting as a fulcrum. On the with several ceremonial jars and small
various clerics in challenging yoga far side of the room is a mummified ornate chests.
positions, all precariously balanced. right hand on a plinth. There is a door on Monk - Mortsby the Devoted, has been
Several piles of balanced stones are the south wall and an easily discover here in prayerful balance for 60 years. He
about the room, some have fallen in hidden door 6ft down into the pit on the will be very angry and attack if disturbed.
small heaps. An empty plinth in the north wall. He takes three attacks per turn but will
centre of the room. A skillfully carved want to give the party a hiding and not
statute of St Rowan stands at the far end Cross-shaped platform can tilt/seesaw
around a central fulcrum. inflict lethal damage. He wants to be left
of the room. Note. On entering this room alone, the sanctuary to be restored and
a second time the party will come across The pit contains a slow-acting sticky the word of St Rowan to be preached
two clerics and two hired goons, from a
1.THE STEPPING STONES rival church who are also looking for the
acid. again.
Ceremonial stepping stones lead to a relics. The goons are not happy about Mummified right hand is magically Jars and Chests contain a total of 400gp
locked circular stone door. their pay and can be bargained with, the heavy whilst in this room and weighs in coins and jewels. Scrolls of Hold Person
clerics are devout. 180kg (400lbs). and Remove Fear.
Stone door. There are five small obvious
buttons at the 1,4,6,8 and 11 o’clock Balanced Stones - Spending time 5. THE FOOT OF POISE THE RELICS
positions. The buttons must all be balancing stones will please St Rowan,
pressed simultaneously to open. If not a knocking them over will displease him. A square room with a 30ft circular pit and If the relics are housed in a suitable
defective trap sprays out lantern oil but a 3ft diameter pillar in the centre. A reliquary and carried two handed in
Statue of St Rowan. The statue has mummified foot sits on a plinth on the reverence. Allies within 10 feet of the
fails to ignite.
several holes and is missing one foot, one pillar. There are two tightropes across the carrier gain a bonus to saving throws
knee, both hands and a head. Returning pit to the central pillar. Two doors on the against fear and charm effects, while
the relics to their correct places and east and west walls enemies have a penalty to the same.
adopting the same pose on the empty
plinth will grant the poser +1 DEX and +1 The mummified foot is on a pressure
WIS. This can be repeated after the next plate, if the foot is removed the
eclipse. There is a small crawl-sized tightropes are cut.
tunnel behind the statue which can be The pit contains a slow-acting sticky Designed and Drawn by Dylan Barker
accessed if moved carefully. acid. https://creativecommons.org/licenses/by-sa/4.0/
The Monastery of Theraan
By NE Saume
Background
- In the Monastery of Theraan, backward-evolution is regarded as an ideal. Monks strive to turn in to more and more ancient life forms
- Recently a schism has wreaked havoc in the monastery: Conflicting beliefs on the proper path of regression escalated and turned violent
- Mammalians believe that proper regression should be into mammals, while the newer Sarcopterians believe, that fish are the proper path
D6 Plant Evolution Fish Evolution Mammal Evolution 2D6 Random Events / Encounters
1 Bark skin Dimly glowing esca Antlers 2-3 Fire. Yanis burns the Study
2 Edible leave hair Scales Long fangs 4-5 Save against random Plant Evolution
3 Grow regenerating berries Gills Dense fur 6-8 2d4 Monks of opposing sides, in battle
4 Attract insects through odor Interdigital webbing Longer arms 9-10 Save against one random trait of Fish or
5 Grow lianes Swim bladder Rodent teeth Mammal Evolution
6 Slimy, slippery, wet skin Shark teeth Tail 11-12 1 wounded monk
Dungeon Key
1. Entrance. Archway. Broken glass and wood. Circular
engravings of evolutionary development (from primitive
mammals to humans, back to primitive mammals)
2. Watch Tower
a. Bottom Floor. Dead monks with animal
(mammal) heads. One body is wearing a Ring of
Shapechange (That body loses all animal traits
when removed)
b. Top Floor. No walls. Intricate golden chains
hang from the ceiling. Nyagu (Fish head) is
trying to calm himself down here. He was
injured by Amelia and killed the monks in 3a.
Amelia and Nyagu are in a stalemate. He stole
the Hammer of Ondra from 2b and carries it
visibly. Wants to get the Liquid Gold from the
Ancestor Shrine, to repair the 3rd bell and revert wants to end all the practices here and is in the process of
mammal evolution stacking all the books in the study, to burn them and
3. Garden. Beautifully tended little trees and flower beds. thinking loudly about how to escape afterwards and how
Pond with little fish. Fish have subtle human traits (like to deal with the surviving monks
fingers, eyes or drowned from lack of gills) 10. Shrine. Pillars, pillows, mostly empty. Simple and
4. Ancestor Shrine. Underground. Piles of dead refined. 3 Sarcopterians and 3 Mammalians are
Sarcopterians Stone floor and walls serve as sealed graves, currently fighting here. One Mammalian is wearing a
where bodies are pushed into. One grave contains no body, Porcupine leather armor, one of the Sarcopterians is
but floating, Liquid Gold (worth 600 gp). Amelia (goat wielding a Shark Jaw Sword
head) is prostrating in prayer. Destroyed the third bell. 11. Inner Garden. 2d4 bulbous, colorful fruits, ready for
She was injured by Nyagu harvest, the fruits have random effects (d4: (1) temporary
5. Main Hall. Lavish golden chains, bells, statues with random Plant evolution for 1d4 hours (2) as healing potion
human features and paintings. Tired elder monk Mirano (3) strengthening (4) as speed potion)
(almost complete ape transformation) collects and mourns 12. Kitchen. Dirty, stinks. Ladle of the Plague (not cleaned
the dead bodies here. Has difficulties responding from his for 100 years) lies here.
sorrow 13. Dormitories. Simple rooms with floor beds. Entrance
6. Training Hall. Constantly lit, magical fireplace. has been trapped. 4 Sarcopterians claim to have taken
Quarterstaffs line the walls. Rythmic booming from two hostages. Terms for release: (1) Amelia must die as
Dorians punches in the courtyard is audible. Among the revenge (2) Sarcopterian and Mammalian teachings must
quarterstaffs is one Fiery Quarterstaff be regarded as equal (3) Dorian and Nyagu must leave
7. Training Courtyard. Ground covered by springy sand, (they fear the former, the latter is too radical). They will
that reverberates and springs from movements. Dorian call on everyone who approaches, before they trigger the
(Moose antlers, gorilla arms) has been training here for trap and try to negotiate, warning them not to get too
five days in a row (no break), ignoring the killings. His close. The hostages are elder monks Malfan (gorilla body,
punches make the entire sand spring up very old) and Hakim (Whale shark face with large
8. Pagoda. Eldest monk Phom’Dren meditated until she mouth), who are not real hostages, but act like hostages, to
turned into a giant tree, that grew upward through the force negotiations, as they are liked by most and tired of
entire pagoda the bloodshed
a. Bottom Floor. Decorated with chains, bells 14. Bell Tower
and vases. Tree trunk growing through roof a. Bottom Floor. Little chest containing 106 gp
b. Middle Floor. 2d4 Sarcopterians are on a table
currently gnawing at the tree, trying to fell it b. Top Floor. No walls. Intricate golden chains
c. Top Floor. Cushionings for meditation. hang from the ceiling. Three large bells. If rung,
Meditating for 1h applies a random Plant using the Hammer of Ondra: (1st) reverts all fish
Evolution effect evolution traits (2nd, if rung three times) Wakes
9. Study. Yanis (tall, alien-like, shiny skin, tentacles, up eldest monk Phom’Dren as a giant, living,
glowing eyes) barricaded himself here. He accidentally walking tree (3rd) Reverts all mammal evolution
evolved forwards and was therefore excommunicated. He traits, currently destroyed
used the chaos to return and barricade himself here. He
chaotic-goods.itch.io
portal to the plane of water which will activate the colliders flushing system.
They will trade chunks Elemental Blue Ice for treasures recovered from the sea.
Gill Stone formula in a locked sunken chest; wearer can breathe underwater.
By Adam Chafe
Air Ducts
Creatures
Queen Syllia (Sleep dust, Plant Magic) Pixies (Thorn arrows). d6 appearing.
Terbis (Hard Skin, Crushing fists)
Ignis (Burning Aura, Flame-Fu) Flame Hounds (Scorching Bark) d4 appearing.
Rivule (Sweeping wave, Drown) Salt Crabs (Salty claws) 2 appearing.
https://creativecommons.org/licenses/by-sa/4.0/
Encounters: On a 1-in-6 per turn. 1,2: Pixies, 3,4 Flame Hounds. 5,6 Salt Crabs.
BASIC CONCEPT
Cyclical temporal distortion (a la Groundhog Day) with
a masquerade setting, PCs figuring out which of their
actions will let them escape the repetition of the
last hour of a lavish celebration. Each time the scene
restarts, PCs shift into butterflies with applicable powers.
end
be assessed by the GM at the beginning or throughout the
SCENE EXPOSITION game, but the players will not know from the beginning.
WITH THE ACTIVE
ALTERATIONS Message from the Author!
AND SHIFTED PC'S Need something like this for a different setting or theme?
Strip it down and change it to suit your needs!
Set a timer for Just keep the setting bounds small!
60 minutes
CC BY-SA 4.0 https://creativecommons.org/licenses/by-sa/4.0/
This dungeon licensed under https://creativecommons.org/licenses/by-sa/4.0/
Level 2 (Beneath the Void Pond)
The Unlikely Wizard These skull pillars suck
of the Silken Caves in light, leaving only
darkness. They trap souls
These caverns are inhabited if creatures die here.
by a spidery foe of crude, They sigh in relief if
15 destroyed.
eclectic taste. She spends
her time communing with
her patron demon ‘Xill’, 1
brewing alchemical 12
abominations, and has 2 14
recently taken on an
apprentice.
The caverns are 3
thoroughly trapped, in the
hopes that interlopers are
sooner caught in a web than
given entry into the 5.1
sanctuary of Dinerva.
Murus is a sweet country
girl who could not afford Dinerva and 13
4
to find a tutor for magic; So, Murus wander the
she heard of the mad spider caves at will.
wizard in the caves and
went off to ask for her help. 1: The entrance to the dank, A pit on the floor is full of 11: Murus’s Room. Three
sticky caverns is extremely what appears to be boiling Trap C’s are hidden by the
Dinerva gladly vertical. Large openings are spider eyes. Dinerva can entrance. A hammock woven
accepted, and Murus learns seen, clearly dug out by wall- activate this pit to summon from spiderweb sits in one
more of alchemy and crawling creatures. Patches of Giant Spiders forth from it. corner, with a work desk and
thick cobweb fill the room in chair against the wall.
spell-craft each day. various places, and tiny 7: A shrine to Xill. On a Alchemy supplies are on the
Murus’s family, spiders scuttle away from pedestal before a statue of table, and a cauldron over a
however, misses her.
6 interlopers. Light sources are Dinerva is a floating orb made coal pit next to a narrow vent
dimmed in the dungeon of shadows. If destroyed, this leading to the surface. There
Trap A: 7 unless the Orb in room 7 is releases a Lesser Demon, and is a pleasant garden of flowers
destroyed.
Invisible light sources in the caves go at the far end, being lit by the
Spiderwebs that 2: This ground-level tunnel is back to normal. light from Milk Spiders
become visible a short pathway meant to trap scattered about the room. The
interlopers; The passage is 8: The Void Pond. A pool of shelf contains a potion that
once touched. covered with Trap A. pure shadow on the ground. grants permanent wall-
Require help to 5.2 Murus Loot: This pond leads to the ceiling walking at the cost of a
escape and are Gloves that let 3: This passage is 10’ off of the of room 12. Anything that’s painful transformation and
flammable. you cast Web ground. Inside is nothing but dipped inside of it is permanently sticky hands
Rope. Whatever more Trap A. reanimated, whether it be a (action to swap held items),
Trap B: A
hallway lined with else you want to full corpse or a piece of beef human brain in a jar,
add. 4: At the end of the easily jerky. It is surrounded by 2d6 strawberry preserves, sugar,
bronze spikes on 8 navigable passage is a room Zombies staring into the oatmeal, fruit, bug meat, and
the bottom, tipped with an empty treasure chest pond, waiting. spider milk.
Dinerva Loot: attached to the wall with web.
with paralyzing Widow’s Veil. A The treasure chest has Trap C
poison. Impossible giant-spider- inside. The floor of the room 9: A curving hallway looping 12: In level 2, all corpses are
to walk through sized veil that is Trap D. around the room. The floor is brought to life as undead in
grants sight of entirely Trap D for 25 feet in. Dinerva’s service. A large
normally. The Deeper in, where it’s marked spider-sized throne sits at the
halls are covered 9.1 invisible demons 5.1, 5.2: A hallway lined with
Trap A and Trap B all the on the map, the passage is back, woven from webbing. A
in Trap A. 9 or objects. way through. filled with Trap A. secret passage behind it leads
10.1 9.1:An Orc (Or equivalent to room 13.
Alter loot, found 6: This room is a small temple hostile sentient) is bound in
Trap C: A glyph items, or dedicated to Xill. Two dead
that, when webs, and will beg for help. 13: 3d4 Giant Spiders infest
anything else as humans sit inside cells along He is infested with Milk this room. It contains the
disturbed, spits needed! the wall; The last cell contains Spider eggs. corpses of several commoners
out a gout of acid, an unconscious man afflicted and three adventurers. On
with a horrible plague and
dealing a hit die of boils. Corpses have 10: Steep stairs lead into a their bodies is a spell scroll,
damage Adventurer Loot. room with 4 pedestals, one in adventurer loot, and 3d10x10
. each corner. Above each is a coin. A pit in the center of the
floating orb. At the far end of room is filled with
Trap D: The 10 the room is a giant portal spiderwebs, and a large black
floor is rigged to with an intricate tapestry of disc. Anything that goes
fall out from woven spiderweb behind it. through the portal in room 10
underneath into a Removing the tapestry reveals comes out of the big black
pit of spiderwebs. a secret passage that leads to disc.
Level 2. When an orb is
11 touched, it glows and 14: Dinerva’s Lab. The
activates. Once all four are pentagram summons a Lesser
activated, the Portal will open, Demon if the candles are lit
showing only a jet black pool. using the candles on the
Dinerva: Huge Spider, 6 Hit Dice. ATKS: Going through it sends a shrine against the south wall.
creature to the pit in room 13. This demon cannot leave the
Leg Pierce, Poison Bite, Magics, can 10.1: This passage leads to
weave or shoot webs. Level 2. circle without permission of
Opponents who fail her bite save are that which summoned it. A
Black Ooze stuck inside of a
paralyzed and slowly are digested from Murus: Young Human Wizard. 3 Hit Dice. ATKS: Milk Spiders: Medium MISC: Zombie is strapped to a table
within. Can walk on walls. Can speak. Small Dagger, Magic. Spiders, 1 Hit Dice. ZOMBIE
Her dagger is poisoned; After it strikes a creature, ATKS: Minor bite, on the north wall along with
Black widow with a red skull on her SKELETON 2d4 Skeletons. A Black
back instead of an hourglass. Fears fire, they lose their sense of direction. Can walk on Minor poison. BLACK OOZE Mirror that reflects only your
fond of Murus. walls. Doesn’t want to hurt people, loves Dinerva . Bitten creatures glow GIANT SPIDER corpse rests on the shrine;
Magics: Shadowstep (Turn into shadow, Magics: Glyph (Seals a spell inside of a rune, for 1d4 hours. (Medium) The undead risen here serve
causing it to be released when disturbed.), Seal Tiny spiders STALAGMITE whoever is attuned to it, and
teleport to another dark place with 1 it grants Shadowstep.
other creature), Fireball, Invisibility (Seals a defenseless creature inside of a painting, with bulbous abdomens MIMIC (Has 1d6
(When cast on objects, it doesn’t go away bottle, or writing.), Fireball, The Fantastic Gyrator full of glowing ‘spider tentacles, pulls things 15: This room is covered in
until they are disturbed.) (Causes a creature to be suspended in the air and milk’. They glow like a towards it with each green moss. Two Stalagmite
Lesser Magics: Bolt of Fire, Acidic spun rapidly, dealing a die of Force damage per lantern, and stay put tentacle, bites once per Mimics are hidden inside.
Splash, Hell’s Touch (Causes immense round it’s sustained). Lesser Magics: Bolt of Fire, when set down. They round.) The cauldron is full of
Web Rope (Pulls caster to target destination.) attack if touched. diseased bile.
Pain). LESSER DEMON
U-F-HOAX BY NED BEASLEY, ERICA GRAFF,
SEAN SASS, & DAN SHAFFER
You thought making crop circles was a fun way of getting attention; at least until you drew the wrong kind. You’ve
been abducted by the aliens you were pretending to be.
Players will attempt to learn the recursive nature of the ship’s rooms while avoiding the attention or ire of the
Aliens. It is advised to gatekeep “Return” via first accessing the Bridge or Stowaway
UFO ROOMS
The interior of the UFO is a disorienting maze of bright, iridescent hallways connecting areas of alien
experimentation. Getting lost is easy, and getting ambushed is even easier.
You may roll 1d6 to see which room the players end up in, owing to the maze-like nature of the UFO.
Below are notable rooms containing powerful devices empowered by mechanical arms that emerge from the walls upon
activation. Each room has a command terminal with two buttons with alien symbols allowing players to interact with
the devices. Interacting with the devices is ill advised - but you’re not here to play it safe! Fake it till you make it, baby.
START HERE!
RETURN RETRIEVE ASSEMBLE DISASSEMBLE
The Aliens present the humans with a Tablet, Assemble produces copies of the presented entity,
showing an image of their crop circle. They wait one per button press. It is a mostly reliable process. RESOLUTIONS
for the humans to provide an intelligible response, There are many ways off
Disassemble obliterates the entity, leaving a pile of
and upon failing to do so the Aliens break the of the ship, ranging from
dust. Could it be reassembled with Assemble?
containment barrier to install a Universal Translator
redemption to dissection.
(a menacing device resembling a metallic crab) on
BRIDGE MAP
one of them. This provides an opportunity for the
Several hallways converge on a small room containing a dimly lit map of the
humans to escape to another room aboard the ship.
UFO. This will help you find your way around.
The room with the tractor beam used for transport to and
from the UFO. Retrieved specimens are retained in STOWAWAY’S HIDEAWAY
a holding area. Entities may be Returned planetside. Within the ship’s walls and vents The Stowaway lives in a nest of found objects and the
remains of scavenged meals. The Hideaway may be found by: hacking a terminal, disrupting
ANALYZE DISGUISE the ship’s infrastructure, or encountering the Stowaway sneaking through the halls.
Analyze creates stacked holograms, revealing the
inner workings of whatever is probed.
Disguise hides the true nature of things. Skin-suits THE ALIENS The Aliens are incredibly patient and curious, using THE STOWAWAY Disheveled, paranoid, and just a little bit
line the walls as potential disguises. violence as a very last resort. They seek to observe and unhinged, the Stowaway was a conspiracy
study the humans, though self preservation comes first. theorist made valid through their research
of the alien language, using their skills to
EVOLVE DEVOLVE They carry Stun Guns (2-in-6 chance to stun for 1d4
maneuver a covert abduction. They learn
Evolve the subject to a level of higher function or rounds) though are reluctant to use them. As the
quickly that the humans are frauds, and
Devolve them into a previous form. players run amok, the Aliens become more agitated
until they decide to eject or dissect the humans. may be motivated to plot against them.
It is likely that a creature does not appreciate the
Otherwise, the Stowaway provides hints
transformation and will retaliate. The Aliens pursue the players at dramatic moments
on the non-obvious (i.e. Aliens = Benign)
and to move the story along.
What’s there when you arrive? and moves the story along.
(There should be a group 1 less the players’ party
A lizard An octopus (Health = Same as humans, High
size, Health = Same as humans, High Intelligence,
A chimpanzee A house cat Intelligence, High Stealth,
Low Stealth, Moderate Combat Ability)
A clownfish A capybara Low Combat Ability)
https://creativecommons.org/licenses/by-sa/4.0/
Ashes to Life
High atop a cliffside ,overlook-
ing a lake, lies the entrance to a
long forgotten shrine. Trails of 1.the Phoenix
soot and ash lead into
by Nikolaos Parousis the temple. Inside a large avian Created by ancient sorcerers,
creature rests on a rocky basin, who had mastered the planes.
A Phoenix returns to the place of its birth, to await his end and to begin the ritual of his re- feathers and skin charred.
birth. A band of adventurers discover a remote temple deep within the wilderness. As punishment
The Phoenix beseeches the adventurers to carry his egg to the innermost part of the sanctuary. for his cruelty
Recommended for groups of 4rh-7th level, advanced options are marked with “(hard)” a tyrant was im-
for 8th level and up. All given DCs are only proposals by the author and may be adjusted at will. prisoned here,
forced to share
Potential Quest Hooks: A burning “comet” was observed crossing the sky towards the deep woods; the cycle of birth
An alchemist guild has hired a band of adventures to collect rare ingredients, An old priest calling and death with
himself only “the Last Keeper” approaches a group of adventurers for aid; A bounty is set on a band the phoenix
of bullywogs raiders; Visions of a singbird choking on dark mists and devoured by fiery snakes are Since there
haunting members of the party lately.
1
dwell no other
guardians or
Phoenix Egg. Upon his death, the phoenix burns up, leaving only a pile of ashes and a priest here any-
golden egg behind, which quickly begins to slip through a sinkhole into a cavern more, it is necessary for
below (DC 17 DEX to catch it in time). It looks to be metallic and feels solid, yet is also A another to protect the
light. Warmth and a hint sound of song seem to emanate from it. If the party leaves the phoenix’s infant form.
temple with the egg, it spoils and crumbles into pieces of coal after 1d4+3 days.
2.Cavern
Phoenix Feather. If the party accepts to aid the dying phoenix, he gifts them his last re-
maining feathers (One per party member!). Upon use each feather can once:
Stolen goods
and provisions 2 Below stonebas-
Empower a spell (GM’s discretion) or an attack (GM‘s discretion) in in shrine(1.)
Grant benefits of the“Guidance” spell to a skill roll Ceiling:
Give its’ user the benefits of a short rest (out of combat)
3
50FT high
Return a recently deceased character to life with 1 HP. Cavern:
(Requires 3 feathers to be used together for this action!) 90 FT wide,
Destroyed after use. 25 FT
Cliffside Narrow Pass held up by
Climbable Cliffside(15FT) 4 pillars
3.Bullywog Lair DC15 (Climb) to go around.
Water:
A band of thieving bullywogs have made a safe hideout within 30 FT deep,
the caverns. Through cracks in the cliff face they can easily move Bullywog Tracks no fall dmg.
in and out of their lair using their vertical mobility. Bullywogs are DC11 WIS to spot Strong Water Currents from jump-
craven and covetous creatures, and will seek to exploit the party any way they can. Slippery Grounds
DC11 STR/DEX to resist ing into it
Bullywoog distribution is indicated by their accord-
Bullywug Chief ingly coloured icons , , , .
Wears an old hat. Seeks a new crown. Hidden Passage
Predecessor chief died “mysteriously.” Dangerous Fall DC12 WIS to spot
If noticed, will demand a phoenix Bullywug Guards +2d6 dmg.(blunt) Chief Remains
feather as tribute to pass. 2 + Party Size or, “Crown”out of
Wants the treasure of a locked tomb 2 + 2xParty Size (hard) Ransacked battered copper Deeper within, a
Hidden Switch in the wall Choker waits for its’
deeper within the sanctuary. 2 veteran guards are always Tomb DC17 WIS to spot plates lies there next victim.
Treasure: Small gemstones, clothes, with the chief (loyal). Unlocks a small hidden shell.
and art objects worth 3d100 GP, and Crown of the Phoenix King
40 F T
4
of Water Breathing Trapped with (gathering,fishing,carrying) Locked Gate.
Locked Chest (DC9) Alarm Spell A DC12 DEX
1 0 FT
A winding corridor
4. Flooded Tombs leads deeper down A to Broken Floor
30 ft
B B to C Slide to Pit
A half-flooded room, of approximately 100 ft. diameter and 60 ft. height. The sound of rushing
water and its’ echoes drowns out all other noise. Surprisingly the water feels warm and
a sulfuric scent hangs in the air.
Steam flows out of the leftmost room. Tracks can be spotted going towards it (DC11 WIS)
5 High Priest
Sarcophagus
Inside a pair of bullywogs rest in the bubbling kneedeep water. The room is hot, the C to D
A
heat seemingly eminating from a strange pair of glowing stonedoors. A blackened greatsword t
o
covered in strange runes is stuck between the slits of that door. DC14 INT(Arcana) reveals D
that it holds the doors shut. With a successful dispel or DC17 STR roll, the sword can be C
pulled out. Doing so opens a pocket dimension into the Elemental Plane of Fire. Several D Key to unlock here.
Magma/Smoke Mephits, 2 Firenewts and a Hell Hound are released, which attack the party. When taken without
Gate to the Planes. Passing through the columns on the right, an replacing its’ weight,
even large chamber is revealed. In the center lies a pit of pitch blackness, from
which only silence and chilling frost exude. It has a diameter of about 5. The Dark Hand. 2 (3 (hard)) Minotaur
60 ft. To the left stands a tall stone gate, with carved in runes. To open Within the pit, a shadowy creature seeks to grasp the . Skeletons reanimate to
it, the party must simply place the egg in the shrines at A,B,C, and D for egg in its’ clutch. It seems to consist of only one shadowy limb protect the key.
1 full turn. Each time it is done, a bird song emits from the with five claws at its’ end stretching out of a pitchblack hole in the
egg, and a bridge of light erupts from the party’s position to the next center of the pit. The claws can attack independently from each other.
shrine across the pit. This bridge is traversable by the party and their The creature has the attributes and abilities of a Wraith. It can stretch Ashurbahal
followers/minions and grants +1 AC against the Dark Hand while standing out to any length (80 ft speed shared amongst the claws) and if it loops
on it. The ground of the pit is to be treated as diffcult terrain (black oozes into itself, it’s superflous part evaporates into a dark mist (acts as a the Tyrant
pulling at victims). Any creature dragged into the center of the pit has its’ body Darkness spell), which lingers for one turn in place. If destroyed,
25
AND soul obliterated. It may not be resurrected by any spell, even Wish. it returns after 1d4 turns.
When all 4 shrines have been activated, the complete pit is enveloped by light, Once one of the most powerful
FT
and the dark creature within is supressed and banished into the Netherrealm. and hated dragons alive
After a long reign of terror
6. Innermost Sanctum - Ritual Chamber
Passing through the otherworldy portal, the party steps into another cave,
6 finally defeated and imprisoned,
As torment forced into a
cycle of rebirth and sacri-
though this one is as large as the inner of a cathedral. Intense heat radiates from fice by powerful sorcerers.
pools of lava and the ceiling is obscured behind thick plumes of smoke.
Inside a circle of glowing runestones and obelisks, the mangled
corpses of several salamanders are scattered around. Pieces of
broken chains indicate that there was another creature here.
A Red Dragon Wyrmling/Young Red Dragon (hard) is hiding
amongst the thick smoke in the celing, observing the party. 30 FT
(Perception vs. Stealth check)
The dragon isn’t immediately agressive. Its’ goal is to de-
vour the phoenix egg, to absorb its’ powerful flame into it- FT
self, before escaping.It will prefer to do so through cunning.
10
Welcome to Everdale Castle, a castle of mystery and wonder. As you reach the castle, you see a large set of steps leading
up to an enormous fortification. You know that the castle is ancient, but it looks new, as if it were only built yesterday. You
have heard of the awesome treasure within this keep, but there are also tales of dark and weird magic. But all who people
who have said this are thought to be delusional.
1. Goblin Camp: This area is inhabited by [# PC 4. Animated Skeletons: The party walk into
+ 1] goblins. They have set up a camp in the a crypt. As they reach the door on the wall
castle’s entry hall and they hate treasure opposite, 4d6 animated skeletons come out
hunters. of their coffins.
2. Wolf Pack: There is a split in the hallway 5. Boss battle: After defeating the
after exiting the main hall/Goblin Camp. The skeletons, the party walks along a short
right side is broken and cannot be crossed corridor and into a circular room. Books are
due to it’s size. The left side leads to a room stacked against part of the curved walls, a
with 2d6 large wolves. table and chair are on the side of the room
opposite the door, and in the center of the
3. Puzzle Room: After defeating the wolves, room, there is a pedestal. An hourglass
the party continues on and comes to a room floats over the pedestal. A wizard is reading
with a puzzle inside. The party cannot a book at the table, but does not
continue on without solving the puzzle. (We immediately notice the party. Once the party
recommend the DM choose a puzzle that is gets within 5 feet of the pedestal an alarm
NOT a riddle, but instead something with at will sound, alerting the wizard to their
least 3 parts so that there is a possibility that presence. (The wizard should be about 1-3
the party may solve it wrong). If the party levels higher than the party, depending on
takes more than 30 minutes (in real time) OR how hard you want to make the fight).
solves the puzzle wrong, they are transported
back to the entry steps, and rooms 1-3 reset.
Escape Failure Roll Table
6. Escaping Everdale: Once the party removes the hourglass from the D6 Result
pedestal (even if they do not kill the wizard), the castle will begin to crumble 1 Hit by a rock. Take damage.
and the “escape mech” will begin. If the wizard is not defeated, he will also 2 Skill check to jump over debris.
have to roll to escape.
3 Shockwave. Roll save to not fall
Escape Mech: Roll initiative (or use initiative from the prior battle). On their turn, prone
each PC should roll an skill check to run out of Everdale Castle as it falls apart. 4 Dust gets in eyes. Roll a save or be
blinded for one turn.
5 Need an additional success roll to
Note from the Author: The hourglass is enchanted and is why the castle looks escape (Max of 6 success rolls total)
brand new. It has created a time loop, which is why taking too long in the 6 Ground crumbles under feet. Skill
puzzle room can cause the first 3 rooms to reset. check.
http://creativecommons.org/licenses/by-sa/4.0
Lina (16), Hendrik (14) and Joaquin (12) July 2024
https://creativecommons.org/licenses/by-sa/4.0/
2) “Ostkreuz”: You see big DDR buildings. All of them make a huge maze. You must try getting out
of there. Luckily there's a system! But there's also a shadow like creature following your every
move. Once you’ve seen it it starts attacking you, but not physically, it can get into your
thoughts. Once it’s defeated it disappears.
3) “Tempelhofer Feld”: Your surroundings look almost like a desert but with grass instead of
sand with tons of stranded airplanes. The heat is nearly killing you and you pass out. Once you
wake up, you're surrounded by weird creatures. They look like human skeletons made from b icycle
pieces. You must quickly fight all of them. The difficulty is that once they get broken, they
reassemble.
4) “Südkreuz”: You’re in a huge industrial center. After some breaths you start hallucinating.
All of your biggest fears appear infront of you. You start fighting with them, causing you to
lose most of your energy. You must find a gas mask to breathe and then defeat the gas creatures.
5) “Westkreuz”: The luxurious station catches your eyes. It’s covered with diamonds and gold.
You’re amazed and very distracted, so when a monster starts forming behind you from the
surrounding diamonds it manages to scare you getting an advantage in the following fight. This
monster combines most of the other creatures abilities. It can get into your mind even causing
hallucinations (every 5 minutes), it can shoot diamonds which make you forget how to breathe for
a few seconds (every 2 minutes) and it can reassemble itself after it‘s broken. It does have
weaknesses. Can you defeat it?
Congratulations if you were able to destroy the end boss and escape the cycle. If else you will
soon forget about the past few events and start the whole dungeon again.
The
End
or is it?