2024 Compendium

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Full

Circle

2024 One Page


Dungeon Contest
GREETINGS ADVENTURERS,
The results are in! The One Page Dungeon Contest has just completed its 15th year. This
contest received 112 entries and had a healthy mix of first-timers and seasoned veterans,
some of whom first submitted in the early years and others who have now submitted more
than five times.

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.

Youth Specialist Judge


Steph Campbell
Steph is the founder of ENnie awarded TTRPGkids, a web resource for youth focused
tabletop RPG tips, game reviews, educational materials, and more. They’ve written several
youth-focused TTRPGs of their own and love playing out the stories that their own kid
(6yo) makes when we try out different systems. Steph is excited to be judging the youth
categories this year and seeing what cool adventures everyone has made!

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.”

Bogdan Herasymov - Cover Artist


Bogdan is an artist from Lviv, Ukraine who creates amazing fantasy and science fiction
work.


About the cover

This cover was created with Tolkien


in mind. I wanted to recreate the
atmosphere of something small but
mighty and mysterious! In this case
its an Ouroboros ring - a symbol of
circling life. I am deeply satisfied by
how this illustration came together.
Not every illustration gives me so
much fun and goes so smoothly.
This cover is certainly one of them.”
-Bogdan Herasymov
Sponsors
Overall Winners
Findlay’s Lamp Emporium Death Skull Mayhem
By Mister Rees By Edward Pun

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.

Youth Winner - Teen


Time Troubles By William Daniel Renninger

Francois de Javous has lost his very important keys and needs you to find them while
racing against a time loop.

Youth Winner - Kids


Book of Wisdom By Bailey Harrison

Players are sent on a quest to retrieve a book guarded by a minotaur who


has transformed a temple’s library into his labyrinth. Meanwhile hobgoblin’s
involved in a war are looking to turn the building into a fortress.
Winners’ Circle
Tomb of the Forsworn Chris Kind

The Crypt of Crimson Ice Francisco Lemos

Here We Be Monsters Nate Nall

Cleric L’Ulf Dusty Johnson

Baphomet’s Baleful Bathhouse Teun Veekens

Over the Moon Mateusz Piekut

The Good King Herr Heiter

Bottled Rest Scott Parker

Recursive Transit Josh Domanski

Honorable Mentions
Locally Sourced Horrorseed & James H

Vicious Cycle Justin Evans

Open Circuit Matthew Lake

Sphere of Avantarr John Nash


2024 Dungeon Contest Entries
In Order of Submission (General followed by Youth)
1 The Perpetual Engine By AJ Hunter
2 Gravity Circle Dungeon By The Dungeon Archive
3 Shadows of Our Past By Anthony J. Zinni
4 Vicious Cycle By Justin Evans
5 Ring of Fire By Jason Cottom
6 Sphere of Avantarr By John Nash
7 Circle of Eternum By Zell
8 That DOESN’T Belong in a Museum By Jake Christie
9 Tomb of the Forsworn By Chris Kind
10 The Worms Must Die By Jason Thomas
11 Cleric L’Ulf By Dusty Johnson
12 Return to Moonrain Depths By Filippo Fronza
13 Broken Cycle By Gregory Jonik
14 Outpost Adventure By Senator Bix
15 Temple of the Blighted Swamp By Alex Laferriere
16 Political Play in a Maze Round the Way By Tara Chen
17 Temple of Time By Kertis Henderson
18 Baphomet’s Baleful Bathhouse By Teun Veekens
19 Sundial Siphon By Malachi Starkey
20 The Orc Mine of Great Hammer By Alex Schroeder
21 Dig Down to the Future! By Tyler Savoy
22 Creature Crypt By Jeff McKelley
23 The Greatest Evil By Aaron Pace
24 The Sanctuary of Urushan
the Summoner By Simon Carryer
25 The Tower of Greatsong By Bradley Barnes
26 Nature’s Path By CF
27 Spider Valhalla By Joseph Renninger
28 The Large Hadron Catastrophe By raza6
29 Spin the Wheel of Fate By Eshan Mitra
30 Reintegration By 30299578815310
31 Epona’s Temple By Guilherme Providello,
Fellipe da Silva e Ícaro Agostino
32 Tunnels Of Suiböm By Mattie (Powered By Seltzer Games)
33 Fullens Circlet By Daniel “Salynrad” Sluschny
34 Maze of the Mad Mage Mr. Wiz By Donk
35 Here We Be Monsters By Nate Nall
All Entries -Continued
36 Samsara Celebrations By Tobias Fudge
37 Secret of Blackheart Tower By Benjamin Loyd
38 Tomb of the Fallen Savior By Andrew Carl
39 Who stole my stuff By Benny Raimondi
40 Gritty Grazen’s Adventure Park By Sam George
41 One Page Sandbox: Full Circle By Roger Speer, Jr
42 Crowscroft By Robert “Ruprecht” Schwarz
43 Recursive Transit By Josh Domanski
44 The Lazy River By Rhonda Renninger
45 The Good King By Herr Heiter
46 Over the Moon By Mateusz Piekut
47 Seasons Fleeting By Matthew Bulleyment
48 Findlay’s Lamp Emporium By Mister Rees
49 The Broken Circle By Henrikki Soininen
50 Tricera Station By Frank Espen Larsen
51 Astarot Dungeon By Ginzo Melo
52 The House of Sun and Snow By Cameron Badnell
53 The Cellar of Holding By D. Winchester
54 Wake of the Wyrm By Tatu Niittykangas
55 Exorcise the Devils By Adam Dippner
56 The County Judge
Who Held a Grudge By lynchpoet
57 Riding Through the Night By Alexander Atoz
58 Gaia World By Toon Van de Putte
59 The Ring of Seasons By Sofia and Lorel Drawmores
60 The Pelago Mercantile Regatta By Juan Quinteros
61 Infinity Tower By Robin Gibson
62 Death Skull Mayhem By Edward Pun
63 The Eye of the Desecrator By Andrés Cuesta
64 The Moonlit Door By William Johnson
65 The Black Keep of Stanlaw By David Stucker
66 The Temple of Many Faces By Austin Rode
67 Spiral Orbit of the Stars By Colin Lawler
68 Cher’s And Back Again By Mark Ezra Stokes
69 BBQ at the Aldrich Inn By Joshua Harper
70 The Charnel Pit of the Corpse Demon By Brian Fox
71 A Cycle Unbroken By Steve Kilian
72 Ultra-Processed
(the burger baron must die) By Owen O’Connell
All Entries -Continued
73 Caught in a Loop or The
Circular Memory of Growth By Justin Hull
74 The glide-refl doubliette By Jacob Cordeiro
75 Derelict Rat-Fane of the Maggot
Fairy, Ashcan Edition By Stephen Couchman
76 Boiling Samsāra By Tallis Clark
77 The Marbled Wizard’s Four Books By Herr Zinnling
78 There’s People! On a Sword! By Luca Barboni
79 Vault of the Eternal Drop By Jonathan Lee
80 Wirtz Lair By Brian McDonald
81 Bottled Rest By Scott Parker
82 Pyramid of Chrysopoeia By Paul Penna
83 Locally Sourced By Horrorseed & James H
84 The Crypt of Crimson Ice By Francisco Lemos
85 Day at Sir Ferris’s Adventure Circle! By David Huffman
86 Endless Cycles of Death By HowMightWePlay.Itch.Io
87 A Midsummer Day’s Mischief By Brian Escobar
88 The Absorbing Eye By Patrick Dolan
89 Flesh and Blood By G of Diamonds Studio
90 The Six Masks of Harmony By Felipe Tuller and Miguel Melo
91 The Relics of St Rowan By Dylan Barker
92 Theft at the Stone Giant Monastery By Larry Pennyworth
93 The quest for the druidic Ritual By Florent Daniel
94 The Monastery of Theraan By Ninos Saume
95 Large IOUN Collider By Adam Chafe
96 Return to King Salamen’s
Sky Stockade By Justin Colussy-Estes
97 Court of the Monarch By Gregory Peterson
98 Treacherous Tomb By Kosmic Kestrel
99 The Unlikely Wizard
of the Silken Caves By Zephaniah
100 U-F-HOAX By Ned Beasley, Erica Graff,
Sean Sass, and Dan Shaffer
101 Ashes to Life By Nikolaos Parousis
102 Open Circuit By Matthew Lake
103 The Temple of Deja Yu By Bill Cook
104 The Power Stone By John J. Earegood
2024 Dungeon Contest Youth Entries
In Order of Submission
105y The Lost Tower of Kreeti By Waylon McFly
106y Escape Everdale Castle By TJ Niedzwiecki
107y Dungeon of Death By redwyrmling
108y Stop. Think. Repeat. By Brandon Evans
109y Book of Wisdom By Bailey Harrison
110y The Forbidden Forest By Phoebe Harrison
111t Time Troubles By William Daniel Renninger
112t The Ringbahn By Lina, Hendrik, Joaquín
RECURSIVE TRANSIT
TRAIN CAR DESCRIPTIONS
CAR 1: CAR 4:
Grime coats the walls and floor, with stray Passengers fill the car, resting in every seat
WRITING & DESIGN: JOSH DOMANSKI EDITING: GABRIEL REICH garbage kicked under the seats. Significantly and crowding the aisle. None acknowledge the
more graffiti here than the other cars. situation and their memory is not retained in
INTRODUCTION RUNNING THE LOOP ∆ At the start of each loop, the party begins subsequent loops.
again in this car. 1. As described.
A MODERN HORROR TIME LOOP This express line is comprised of six cars; five
standard passenger cars and the Control Car. ∆ An overhead information display depicts a 2. The murmur of the crowd steadily raises in
As if on cue, the lights flicker and the train car pixelized version of the route between the volume until it reaches a deafening roar.
shudders. It’s 11:25 and you’ve just passed the RESETTING THE LOOP: Restart the loop in Car 1 Warren Ave and Grant Ave stations. At the
Warren Ave station. Your stop is not for about 3. The crowd is filled with familiar faces. When
when one of the following conditions have start of the first loop, a pixel train blinks the party enters, they immediately turn and
another 25 minutes, just past the Grant Ave been met: above the node for Warren Ave, shifting to
station, but thankfully this is an express line, stare, before yelling out jeers and insults.
∆ 20 minutes of real time have passed. the next station with each successfully 4. The passengers are replaced by shadows,
so you don’t have other stops to worry about. completed loop.
∆ Any player character dies. echos of their former selves that lash out in
Given the time, it’s just you and your friends in anger when anyone gets too close.
this car at the back of the train and the next 20 ∆ Any player character enters the Control Car CAR 2:
minutes seem to sail right by. As the Grant Ave up until the final loop. The overhead lights are shattered or burnt out, 5. Only one passenger remains. They stand,
station passes by in a blur, the lights flicker casting the car in shifting shadow as exterior eyes locked on one of the party members,
ALTERING THE LOOP: As the party navigates the lights flash by. One light remains on, erratically with a wide grin upon their face. They shift
and the train car shudders. It’s 11:25 and you’ve loops the contents of the cars will change.
just passed the Warren Ave station. blinking at the end of the car. and move to block the progress of their
Sometimes in subtle ways, sometimes in a chosen target, but will not fight back if
much more profound manner. 1. As described.
WHAT’S GOING ON?: Recursive Transit is a time things turn to violence.
loop steeped in psychological horror. The train The first time each train car is entered, use the 2. The windows crack and burst inward when
someone crosses past them, raining sharp 6. Where the passengers sat and stood are
slipped into the liminal space between the first description. Each subsequent loop, roll a white mannequins. Any disturbed
shadows of reality, traveling the same d6 for a random result. shards on their victims.
mannequin will spring to life and attempt to
segment of track on an endless loop. 3. The windows crack. Thick, near liquid fog choke the one who disturbed them.
ENDING THE LOOP: To break the loop, ritual is seeps in, quickly filling the room. Unless
To break the loop, your party will need to required. Your group must successfully
navigate the perils of the train and overcome directly next to one another, the party CAR 5:
navigate from Car 1 to the Control Car five members soon lose sight of each other. The A narrow approximation of a house, with gaudy
its challenges, all while racing against the times. For the first four completed loops,
clock. But be warned, while the party is space feels expansive and cavernous in the wallpaper, a couch, and a TV. Wood floor creaks
entering the Control Car will reset the loop as fog, making it difficult to find the exit. beneath passing feet. The details are eerily
doomed to repeat the same segment of time, normal. Note the changes in Car 1 when this
the train itself will not remain static. Each loop 4. Gravity drastically decreases. Thick blobs of familiar, as if from a dream or distant memory.
occurs. For the fifth completed loop, the tar-like mold float in the air. They burn the
will twist and warp the train’s contents, Control Car becomes accessible and the group 1. As described.
providing new entities to face and challenges skin when touched. 2. The space is elongated, far beyond what fits
must contend with one final challenge to finally
to overcome. break the cycle. 5. Water bubbles in from the seams in the within the bounds of the car. Once entered,
doors, quickly flooding the space. the walls begin shifting inward.
6. The floor is missing, revealing the tracks 3. An item particularly enticing to one of the
below passing by in a blur. The noise from
THE TRAIN Every train car shares the the wheels and rail is deafening.
party members lies on a table. It is a trick,
firmly adhering to the table and anything
following characteristics:
1 2 ∆ Gray interior with
CAR 3: that touches it.
The windows in this car are elongated and have 4. Someone with a familiar face is sitting on
sulfur colored lights in the couch. They act as if nothing is wrong
been polished to a near mirror finish.
various states of and ask the party to join them watching TV,
functionality. 1. As described. and attempt to distract and stall for time.
∆ Red and heavily worn 2. One of the party is present in every single 5. Utter and complete darkness. Light sources
3 4 foam rubber bench one of the advertisements on the wall. do not project far, barely illuminating the
seats that run along 3. The car is covered in sprawling graffiti of immediate few feet.
the walls. one party member’s name, crudely crossed 6. The room erupts into flames. No harm
out with red paint. comes from passing through them.
∆ Rounded rectangular
windows on the sides. 4. As the party passes through, the reflections
in the windows whisper to one of them,“it’s CONTROL CAR:
5 CONTROL ∆ Faded and torn ads,
some decades old.
your fault. They’re here because of you”. An otherwise empty car with the control cabin
Only the target can see and hear this. at its front. The Operator sits at the controls.
∆ Copious graffiti on 5. The window reflections target a second ∆ The Operator: A strange creature that
otherwise uncovered party member, whispering “it’s all their conceals itself beneath masks of familiar
flat surface. fault. They’re the reason you’re trapped faces. Its goal: keep victims within the loop.
here. They’ll abandon you here.” ∆ Once defeated or the breaks are activated,
Warren Av Schoenbrun St Glendale West Hyde Park Grant Av 6. Two near-perfect doppelgangers appear the lights flicker one final time. The party
when no one is looking and attempt to take snaps to consciousness in Car 1 at 11:45 as
the place of the ones they’ve duplicated. the train passes by the Grant Ave Station.
11:25 11:30 11:35 11:40 11:45
http://creativecommons.org/licenses/by-sa/4.0
Time Troubles
h ps://crea vecommons/licenses/by-sa/4.0/ William D. Renninger

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

The Dungeon Comes Full Circle. Through the handheld


mirror’s reflection, a
As the players work to escape the dungeon,
hidden exit is revealed...

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.

Illusory flames only burn those


who believe they are real...
The Handheld Mirror
The handle of the handheld mirror reads the words:
“True Sunlight through me shines the truth onto thee.”
5
Looking through the mirror gives an individual the ability to see

5 The Relic Room


All surfaces of this octogonal
room are a glossy mirror-like
through the Dungeon’s Curse. If a cursed individual looks at their
reflection in true daylight, the curse is broken. Once removed from
the dungeon, the mirror can dispell Illusion magic twice per day. If
obsidian. Occupants’ reflections the mirror is dropped within the dungeon, it teleports back to the
are clearly visible. On a pedestal Relic Room.
in the center of the room is a
small, handheld mirror. The mirror acts as a key that sees through illusory walls to access
secret passages and reveal clues marked by the mirror symbol.

Created by Nate Nall under CC BY-SA 4.0. https://creativecommons.org/licenses/by-sa/4.0/ https://n85e.wordpress.com/


Entrance. Dead grass around. Eerly

The Crypt of Crimson Ice


Rumors of wealthy merchants' burials lure grave robbers to this old cem- Sanctum: Shrine
Sarcophagus hall:
“Mayor Eugene, mar-
tyr. May your head
find peace wherever
cold to the touch. Carving: "Let no
living soul awaken his frozen sleep".

Entrance. Church ruins.


Cold air, like entering a
etery. "The deeper you go, the greater the reward", they hear. But instead extolling a cyclopean it is”. Within lies a fridge.
of riches, they may find another fate—becoming sacrificial prey to what idol missing its eye; headless skeleton,
lies in the deepest tunnels, where the cold seeps into the bones, and each restoring it reveals a surrounded by other-
step echoes off the ancient, frozen walls. wooden frog mask: it worldly seeds: con-
can reverse gravity suming them induces
Ixtab: Priest and last of his sect, completely on a target for 3 turns. visions of events Sharp ice
burned body. Very old, gained immortality 2 uses, recharge it by unfolding nearby. stalactites may
through his Lord Chalkuk, whom he cares dropping off a cliff fall if the door
for, feeding crushed, liquefied bodies. Controls while wearing it. is struck.
twisted hounds to hunt down trespassers. He • Lysergic incense: INT
will stick to his murderous routine until the save or take mental
long-awaited cosmic event. Attack: Obsidian damage and start
axe. Magic: Telekinesis, Shield, Hypnosis. hearing unsettling
ghostly whispers.
Twisted hounds: Vicious creatures born from • Book of prayers in an Locked
Chalkuk’s anus as larvae. Over time, they arcane language. Freezing stone
acquire a dog-like form with sharp fangs and Storeroom: Victims’ water. door.
yellowish glowing eyes, bearing the face of a Skull wall, hidden door. belongings: piles of
sacrificed victim. Attack: bite, frost breath. Many skulls have gold- moldy shoes, rotting Purple roots, edible,
en teeth; one of them clothes, picks and healing properties. Murky water:
Eugene: Was a brave town’s mayor many speaks—it’s Eugene’s. shovels, a conquista- • Rusting chains.
generations ago. Known for stopping a pirate dor armor. Blood pool. • Anteroom's key.
incursion at the cost of his head. His talking Ixtab’s notes: “The hunt
skull wants to be reunited with his body. is going bad, fresh bod- Niches: Urn
Helping him will put the ghosts on your side. ies are scarce. I already "Traitor" has
fed him with the blood jewels inside,
Ghosts: The spirits of the victims remain of my brothers, only I and ashes toxic
trapped in these rooms, due to the cosmic am left”. on touch.
energy of Chalkuk, whom they detest. They Urn "Virtuous":
just want to rest in peace. Attack: life drain. Anteroom: Large con- ashes grant a
tainers with corpses random spell if
Chalkuk: Colossal extraplanar deity. Hiber- dissolving in acid. ingested.
nates in a frozen chamber, amassing power Nefarious tools. Ice
to create a portal equivalent to the Bermuda walking boots. Amulet:
Triangle. Touching it deals d6 frost damage. protects from spirits. Tied up
The eye is its weakness: Burning or a deep grave
stab kills the beast, triggering a sudden, mas- Ixtab’s room: Partially robber.
sive surge of melting goo from its entrails, hidden trap door.
flooding the entire chamber in seconds. • Explosive flasks.
If awakened, an earthquake starts. The • Life-drainer ritual Locked.
tremor level will rise from 1 to 6. Roll d6 each dagger, hurts ghosts.
turn, if the result exceeds the current level, it
Encounters (d6): icreases and the PCs save DEX or take dmg Plaque: “May mortal A layer of ice with Birthing endless
1. D4 hounds, hungry. equal to the tremor level. If it reaches 6 the hands not disturb the traces of gold is block- broods of larvae,
2. D4 hounds, sleeping. crypt collapses, crushing everyone. gelid prince". ing downward access. writhing and
3. Mourning ghost. crawling.
4. Prisoner on the run. Notes for GM: Place hounds, ghosts and Ixtab Frozen chamber: Slippery crimson ice Cavities, under thick ice:
5. A rival tomb robber. where it makes more sense to you, use the covers everything. Chalkuk, the ancient one, • Bone flute, calms the hounds.
6. Ixtab and two hounds. Encounters table, or combine both methods. hibernates, eyelidless staring into the void. • Ancient jeweled tiara.
Seems to lie on countless silver coins. • Idol’s eye.
V1.2 | Text and Art by Francisco Lemos | lemos.itch.io | https://creativecommons.org/licenses/by-sa/4.0/
Baphomet’s
Baleful Bathhouse a dungeon by Teun Veekens

Step into a realm of pure serenity and


embark on an exhilarating journey of 5. 4.
ultimate relaxation, at Baphomet’s Baleful
Bathhouse. Book your visit now!

What’s going on:


A teleportation mishap sends the party
to this demon-spa-pocket-plane.
The only way out: completing the 6.
teleportation circle at the frontdesk by 2.
gathering 3 keys (petrified hands) from
the staff members.

RANDOM EVENTS (D6)


1. minotaur from room 4 barges in 3.
looking for a fight.
2. horned devil, not relaxed.
3. coal-golem (room 7) on a break
4. 4 angry cultists from room 6
5. ghoul staff member (keyless) handing
out shots of poison 7.
6. Roll again (use both)
1.

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.
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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/

1. Entrance - “The wax seal has been split open,


and reveals the entrance to the dungeon."
2. Antechamber - “A disheveled
reception area greets you. It looks as
though it was abandoned in a hurry."
In the desk is a book of hymns about
the moon (this book contains one
random spell) and some lactose pills.
3. Ranch - “A cottage made of cottage cheese and a
shriveled herd of cows fill the room. There is a farmer's
ghost haunting the place."
Nobody informed him about the evacuation and he is
unknowingly dead. He goes off on wild tangents about
being overworked, some magic spatula, and pizza wishes.
4. Kitchen - “Full of appliances, cookware, seasoning racks, and a pizza oven.”
Locked!
The players can turn on the machines to start making dairy products. It pulls
cheese from the lake, milk from the cottage, and uses ingredients from the 7. Armory - “This room contains a lot 9. Briest Bedroom - “In this room 11a. Brine Room - “A grotesque monster with
freezer. of moldy armor and a moldy chest." is a priest made of Brie cheese. He worms for hair and a deafening screech lunges
When the chest is opened, it seems to be in a panic." forward and attacks."
There is a sentient chef's hat that, while worn, controls you when you cook.
Any food you make while wearing it is made to perfection. releases a foul smell. Everyone in He needs help to reseal the The Gorgonzola has two attacks to choose from:
the room must roll a d6; whoever dungeon by pulling the lever in 1) Hail of Worms - worms fly out and hit in a
5. Freezer - “A large, freezing room with aisles of frozen preserved rolls lowest hurls from revulsion. the brine room. However, a cone. Multi-target.
ingredients. The back wall has a thermostat and a sword in a block of Inside the chest is a pristine pocket vicious creature named the
cheese. The block is on a platform of ice hovering above a deep chasm.” knife with tons of attachments Gorgonzola lurks within. 2) Tail Swipe - pelts with tail. Single target.
Raising the temperature will free the sword but also melt the platform (bottle opener, cork screw, nail filer, Inside the crate is a Magic Golden Upon death, the Gorgonzola attempts to turn a
beneath it. The sword is the Magic Provolone Blade of Sharpness. Anyone ruler, etc.). There is also a decadent Spatula (weapon) and 10 platinum random player into a marbled cheese statue.
struck with the provolone sword is permanently stinky and easy to track. cheesecake (this is a mimic that will pieces and 50 gold pieces. There is a chance that player becomes petrified.
bite you if you attempt to eat it). Once the Gorgonzola is dealt with, go to 11b.
The hanging meats above the ladder are sentient and anyone who walks
by risks getting slapped. On the armor stand there is a Magic 10. Pizza Altar - “An altar with 11b. Brine Room - “This room reeks of
Apron (armor) that gives the wearer a great smelling pizza sits in vinegar. In the center of the floor is a
The aisles contain all foods you would find at a grocery store.
resistance to acid damage. the center of the room. There lever and a note."
6. Game Room - “This room is full of toys. There are two cheese knights playing seems to be a slice missing.”
card games at the table." 8. Cheese Lake - “This room contains a The note reads: *IN QUESO
massive nacho cheese lake. There are If a player eats a slice, they EMERGENCY. DO NOT PULL UNLESS
The knights are animated suits of cheese armor. They have been melted and frozen some boat-shaped chips that can be become forever satiated. YOU ARE READY TO SEAL THE
into the cheese furniture and cannot move. They bicker like a married couple. pulled in with a rope.” TEMPLE*.
If a player replaces the slice,
They offer 500 gold if you return the provolone blade to them. The proper way is After one ride from one door to they get a wish granted from Once this is pulled, the dungeon starts
to tie the sword with a rope and then melt it so you don't fall into the chasm. another the chip gets soggy and sinks. the Moon God after the to fill with brine. Players have to find a
There are about 75 gold pieces strewn about the room. There are 1d4+2 chips on the lake. dungeon is properly resealed. way out quickly or get sealed up forever.
1. EXHAUST PIPES 20 rusty pipes, smell of ash & 3.1 FILTER: REM GAS Damp pink haze, descends 40ft, fungus 4. MOP GOLEMS: Very dark, tools on walls,
cinnamon. Pumping noxious smoke. A Felicitan, Feelix, encrusted filter sphere. Save or eyes vibrate till they fall out (30% d6 mop golems with mops for arms & tiny heads.
is sitting up here having a smoko. He is indifferent to they still work), the gas gives visions of Somnia crying for help. So much cleaning fluid. Masks on hooks.
intruders and has red welts on him (Dream Rash).
3.2 FILTER: LIGHT SLEEP GAS Spicy red 5. PARLOUR: checkerboard floor, polished marble,
2. THE FILTER ROOM Purple haze 1 haze, descends 40ft (with maintenance hatch middle tiles are raised slightly (secret door) Bustling
filled, loud sound of extractor halfway). Save or fall asleep while climbing with overworked Felicitans. Secret door opened by
fans, slippery. Face down. Raw Liquid Rest pools at bottom of shaft. key held by Felicitan Scientists (Room 8)
covering needed or
6. CRYSTALING INTERROGATION: Room of light pulsing geodes. Crystaling
save for Dream
Alpha tied to an altar. Felicitan Enhanced Interrogator is chipping off bits of it’s
Rash. Exit via
face wants to know where his partner is hiding. Secret Door under altar to snake pit.
fans.
7. ASTRAL SNAKE PIT: Giant mirror black snake on a pile of bones. Smell
of animal musk and rotting meat. Giant black Astral Snake lays cosmic eggs.
2
18 8. ASTRAL EGGS: Clinical. Walls of eggs, chute in middle.
Astral eggs (1000gp), chute goes to Lake of Raw Rest.
PLAYER SUMMARY: The moon arrived one week ago. It d4 Scientists inspect eggs. Cracked eggs induce Dream Rash
descended from the sky and now hovers above the city
streets. Since it’s arrival no one in the city can sleep. Chaos 9. RAW REST Lake of sludge the colour of night, oily slick,
has erupted. But there’s hope, a figure was seen walking 4 quartz crystals. Pipes from ceiling (room 8/11) into sludge.
the surface of this moon - someone is up there! The rulers Sludge is Raw Rest - save for Dream Rash.
have tasked you with investigating. Get up to the moon and d6 baby Astral Snakes hide.
find a way to restore sleep to the people of the city. 19 10. CROSSROADS 4 pathways, up, down, east and
west. Felicitan hazmat suits hang - one is broken.
GAME MASTER SUMMARY: The moon is a vessel for a 2 Felicitan Guards prevent entry up to Room 12
dynasty of space voyaging pirates called the Felicitans.
These pirates travel the galaxy draining sleep from towns 17 11. THE GROVE Autumnal trees, a warm
3.2 5 breeze. Bright pink fruit. Fruit is nostalgia
and cities, bottling it and selling it as a tonic on the Astral 3.1
Black Market. The moon is a harvester, factory and home inducing. Characters that eat might stay in the
for the Felicitans. It is powered by a captured lunar godling grove forever. d4 Felicitan Workers.
called Somnia an entity that powers the moon and allows
12. CONTROL DECK On a large marble chair
the Felicitans to steal sleep.
sits a gaunt Felicitan wearing a hat made of
FACTIONS moon rock and quartz shards. Felicitan Chief
Succotash (psychic force field, control) Hat
FELICITANS: Cat faced alien pirates who sell
allows the wearer full control of the Moon by
stolen sleep on the black market. The Felicitans are
controlling Somnia. 30% chance of visions of
negotiators, they’ll cut the PCs into a share of the profit 16 Somnia’s past, wearer is compelled to free her.
from this haul if they can capture the rogue Crystalings 21 20
on board. 6 13. THE FACTORY A factory line, Bottled Rest is
CRYSTALINGS: Crystal headed freedom fighters 13 packaged and boxed. For sale on the Astral Black
have snuck onto the Moon. Seeking revenge on the Market. Voice spouts motivational statements to d6
Felicitans by destroying the Bottled Rest factory. disgruntled Felicitan Workers + d4 guards.
12 14. QUALITY CONTROL Boxes descend down a
SOMNIA: A godling of insomnia, abducted and 7
enslaved to drain sleep. She is desperate to escape series of conveyour belts to be boxed and stored here.
and wants to be freed. If she does the Moon will Overseen by a neurotic Felicitan Middle Manager.
plummet to the ground. 15. THE EYE Steep staircase. Surveillance Eye
14 8 watches. Eye punishes lazy workers by sending them to
Dream Rash - d6 (+1 if infected twice) 11 the Filter Room (Room 1). Motivated workers may pass.
10
1 - An itchy rash, that’s it. 16. FELICITAN REST PODS Twenty sleeping pods, tall
ladders. 2d6 Felicitan Workers sleeping. Cat hair on everything.
2 - The rash flakes sand, leaving a trail
17. THE TUBES A confusing tangle of metal tunnels. Without
3 - Your eyes are moons that shine
15 directions randomly determine tunnel exit (Rooms 13, 16, 18, 19
bright moonlight 9 are direct connections but The Tubes could lead anywhere)
DREAM RASH SEVERITY 18. CRYSTALING HIDEOUT A cozy nook, decorated. An armchair and
4 - Moths are drawn to you.
MILD (fail) d6 hours woolen rug, schematics of Moon scattered on floor. Crystaling Gamma
5 - Your rash spells out messages from MODERATE (fail badly) d6 days has been hiding here, planning to rescue Alpha (Room 6).
Somnia - you are connected now. SEVERE (fail terribly) d6 years
19. CAT TREES Room is full of enormous cat trees, with a bar down one end. Smell
6 - The rash is a pitch black, void that of cat piss. d6 Workers, d4 Scientists sip Bottled Rest, gossiping, scratching, sleeping.
BOTTLED REST
covers you, head to toe.
When found roll % to see which brand: 20. OBSERVATION DECK 21. SOMNIA Small, sad, luminescent moon floating in a
7 - Dream leech. While your RANDOM ECOUNTERS
Original (65-70): 8 hours rest for 4 Elevator descends down, dark room, connected to nodes. In pain, moaning. Nodes
companions sleep, you gently wrap Diet (20-64): Original w/o the calories 1. Visions from Somnia 4. Feelix (from 2) high room with dark window. Can keep Somnia trapped. Somnia will fold into a crescent and
your unhinged jaws around their Gold (10-19): 8 hours rest instantly see Somnia floating in Room 21. Control disappear if nodes are broken. The Moon will crash to the
heads. Those without dreams can Raw (1-9): Original + roll on dream rash. 2. d6 Felicitan Workers 5. Mop Golem panels. d4 Scientists & Chief Scientist Mixy ground without her power. Those who free Somnia are
never properly rest. Salt damages you. (turns feral if provoked) fine-tuning Somnia’s sleep blessed and learn to astral project, they are marked by the
3. Crystaling Gamma 6. Scientists (from 20)
extraction. Access to Room 21 via locked door on window. Gods of sleep. Those who touch Somnia never sleep again.
https://creativecommons.org/licenses/by-sa/4.0/
1. A
 massive, ancient tree stands in one corner, with a face carved in its bark.
Smaller saplings dot the cave floor where the larger tree grows out to the
Homegrown in the heart of surface. They can communicate telepathically with the party, providing dun-
the countryside, the Druid, Peater geon lore, giving quests, or offering guidance. It might ask for a favor in return
Moss Fertilini tends to his organic, for its help or guard a secret passage and valuable items blocked with a riddle.
all-natural, biodegradable dungeon.
Little does he know, something went
haywire in the compost bin. 2. P atches of bioluminescent mushrooms grow in the shadows. Harvesting
Your quest is to get to the root these mushrooms can provide useful alchemical ingredients or temporary light
of the problem, prune the sources. Some might have effects when consumed, such as night vision or
undead weeds and save hallucinations. The mushrooms might form patterns or constellations that
the dungeon. hint at hidden mechanisms or pathways.
A One-Page Dungeon
by Horrorseed & James 3. This room is full of skeletons controlled by blighted vines. If the skeletons
(@horrorseedart on Instagram and X) are destroyed, the vines detach and get one last attack before wilting.
Locally Sourced © 2024 by Hor-
Unbeknown to Fertilini, his rorseed & James is licensed under 4. S weet smelling mandrakes sleep in pots in a hushed nursery. Upon
neighbor, Neal Chanting, CC BY-SA 4.0. To view a copy of plucking the mandrakes, they cry loudly alerting nearby monsters, however
is dumping magical waste this license, visit https://creative-
commons.org/licenses/by-sa/4.0/
underneath each, is a treasure. Grinding the plant leaves with water yields a
down the compost chute and healing potion.
has polluted the dungeon’s
ecosystem.
5. This room contains bandages (1d6+2, 1hp each), gauze,
and bags of fertilizer that say ‘Grow Things You Wouldn’t
ENCOUNTERS Believe!’ and ‘Safe for Humanoid Consumption!’ If eaten or
put on a wound, the foul smelling fertilizer can regrow lost limbs.
Pollen Swarm 8
(can cause an allergy
attack, confusing the player) 6 6. A forked path extends where leafy pothos vines hang
from the ceiling. Choose the right vines to swing over a pit of
stalagmites wrapped in thorny tendrils. These vines can cause
Marimo Moss Slime itching, choking, and may snap in half.
(they look soft and fluffy but
are covered in stinging burrs) 2 7. A
 quiet dimly-lit room full of blankets and ornate pillows
1 smells of incense and herbal tea. Collect the correct ingedi-
ents in teabags to get the item ‘Universal Blend’ which can be
Spider Plant Zombie 4 7 used to make any potion the user has previously drank.
(an eight-legged undead 3
that creates sticky webs 8.This room contains shining plants that resemble
from plant material) weaponry including a Snake Plant Blade with poisonous fangs,
a Redwood Spear and a Crossbow with a golden bowstring
named ‘The Hornet’.
Evermean Tree Blights
(smells of pine and malice) 9. A
 n underground greenhouse is lit and warmed by a
fireball chandelier. The room is abundant with plant-life
and bugs flying around. The fruit and vegetables here are
Animated Scarecrows 5 ripe and smell sweet and earthy. 1 bundle of these ‘Everfresh
Foods’ keeps players satiated for the length of 5 normal
(can cause the rations. There are 1d6 + 3 bundles. Off to the side of the
player to run in fear) large room, stands a watering-well that splashes you if you
11 get too close which causes hair to grow at a miraculous pace.

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.

Ol’ Veggie Sack


14 13 14. A
 large zombified mound of refuse, ‘The Trash Terror’, ag-
(creates a random gressively shambles about. It seems the sorcerer’s garbage
vegetable each day) made its way into the compost. Upon killing the mass, a lever
is revealed negating all magic in the dungeon. It drops a wallet
with the sorcerer’s ID card in it and 200g, a Wand of Cold,
and a +1 tattered pair of elvish boots.
Franny’s Premium Familiar Seeds
(a blooming buddy for 1 hr, just 15. T
 he stink of the compost is most potent at the back
mix with dirt and watch it grow!) of the room, egg shells, apple cores, and banana peels rot
with items that don’t belong including 2 muddy spellbooks
signed by the druid with 1 new spell in each.
Open Circuit Electricity Rules
- Current flows along the copper floor clockwise from + to -.
- Complete the circuit by activating Switches & Logic Gates.
Solutions
Beacon must be lit. Either:
1. Switch A On, B Off,
The mad electromancer hid his treasure No Crystals Smashed, or
- When current is flowing hair stands on end, crystals in walls
in a fiendish puzzle awaiting a worthy 2. Switch A On, B Off,
successor. Can you figure it out? glow, armour tingles. Current is otherwise harmless.
Matthew Lake
Ball lightning
- Quartz crystals above arches in Logic Gates glow if current flows. Crystals D & C Smashed, or
3. Switch A Off, B On,
Crystal D (opt. C) Smashed.
Switches
10'
B
Pit trap filled with Lighting trap targets
electric eels those wearing armour Levers move corridor & control
Lighting arcs between Invert current flow. A is intially Off,
power crystals C B is initially On.
Inverter Gate
2d4 Lightning bugs

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

Bridge over quicksilver D Current flows if exactly one


pool swings over when
circuit is complete input has current.
Metal Muncher sulking here.
AND NOR Gate
Current flows if no inputs have current.
Quartz crystal wall Crystal wall D with hairline crack
blocks path. Smashing it releases
Lead Blob magic blue smoke & lets current flow
Up
if any input has current.
AND Gate
Down

Current flows if all inputs have current.


BONUS!!! Portable tablet with glowing crystals
Slow movement Slippery-slide: Dynamic Web Map indicates current flow in & out of Gate.
Hard to climb Lead blob attacks if disturbed or if
open-circuit.mgtlake.com
current is flowing.

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.

Wandering Monsters Monsters


2 in 6 chance every 2 turns. Clockwork Skeletons - Brass spider like skeletons with 3
1d6 Monster pairs of arms and no legs.
1 1d3 Giant Black Widow Spiders spinning webs Avantarr the Clockwork King - Undead skeletal remains
2 1d10 Stirges returning to roost entombed in brass of armour. Speaks in a reedy monotone,
3 1d10 Giant Bats hunting stirges like a one note pipe organ.
4 1d4 Clockwork Skeletons clearing webs
Obsessed with preserving the sphere as a monument to his
5 Giant Bat caught in a Giant Spider web
greatness. Mood depends on the sphere’s current orientation.
6 1d4 Clockwork Skeletons attacking 1d10 Stirges
Orientation Mood
Key ↑ Benevolent
→ Paranoid
1. Web covered room. Pulling or cutting the webs attracts ↓ Hostile
the spiders from area 3. ← Demanding
Gravity Circle Dungeon
A one-page dungeon by The Dungeon Archive
Legends say that deep in this dungeon there is an ancient artifact called ‘The Gravity
Circle’. It allows their holder to control gravity at will. The artifact can be formed by
combining the four Fragments. There is a fragment at the end of each room. Gravity
shifts through the dungeon at random, but that’s not the biggest challenge, a group of
wild monkeys have taken control of the dungeon and will attack anyone on sight.

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?

The Quest The Tomb of the Dragon Rider


The adventurers start in the village hex and each day: The Tomb of the Dragon Rider does not start on the hex map but
can be found as a Discovery roll or through a deal with Green-
Grondelmere hunts The Shrine of Flame & Glory heart. A bramble wight guards the entrance to this sacred place
Roll d8 and place him in the numbered hex commanding thorny vines that bar the passage down. Once
Murals on the walls depict the glorious battles defeated the vines fall away revealing steps leading be-
fought by Bodvard while riding Grondelmere, the neath the earth and an epitaph ... or a clue: “Here lies
Greenheart moves sound of his horn bringing foes to their knees. Trap:
Roll d4 and place him in the numbered hex Bodvard. No arms or armor could stand against him.”
fire spits from the dragon head statues at either end
of the shrine if any metal passes before their eyes ...
The adventurers move to an adjacent hex arms or armor for example.
When entering a hex without Grondelmere
or Greenheart in it, roll for each: Recent Excavation
Others have dug a tunnel from the shrine
A Threat: d8* to the hall. The entrance in the shrine
1 No threat but you’re being watched is hidden behind a fallen pillar and pile
2 No threat but troubled sleep
3 Dragon’s fire burns the area Entrance of rubble. Something else found them as
they broke into the hall ... something that
4 Goblins also hunting Greenheart still lurks in the dark pit.
5 A crazed and paranoid druid
6 Sticky webs ... alert the spiders
7 A troll flees a swarm of bees
8 A witch twists the wilderness
around you into a maze Hall of the Honor Guard
9+ Grondelmere moves d4 hexes
toward the adventurers The rusted portcullis won’t budge due to the
shifted stones of the damaged hall. Phantoms
A Discovery: d8* of Bodvard’s Honor Guard still protect him
1 Roll another Threat even in death, stepping forth from their stat-
2 A hound, lost and hungry ues when someone enters the domed room,
3 A knight seeks to slay Grondelmere half on one side of the rift, half on the other.
4 An abandoned pack with something useful They fade if the Sunderhorn is blown.
5 A spring glows faintly, offering healing
6 A standing stone carved with ancient glyphs Underground Stream
7 One of the Fey interested in the hunt
8 The entrance to the Tomb of The Dragon Rider Connects the natural pool of water
9+ The wilderness awakens to the flooded rift. The Rift
Divides the Hall in half with
The Mood: d8* a plung down to murky water
1 Calm or dying down
2 Oblivious or slow moving
30 feet below. It would take a
mighty leap to cross.
Bodvard’s Crypt
3 Oblivious or slow moving Bodvard still clutches the Sunderhorn to
4 Curious or steady his chest in his sarcophagus.
5 Curious or steady
6 Suspicious or unpredictable
7 Suspicious or unpredictable
8 Violent or raging
9+ Violent or raging
Credit and Licensing Clip to track on the hex map
Map created using Dungeon Scrawl Open Beta v1.5.1 CC0
* For a roll of 1-8 cross off each result that is encountered. If Dungeon artwork by Mark Gosbell CC0
you roll a number that is crossed off, use the next higher number Hex map art kit and other artwork licensed
instead. from Steven Colling

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.

Small, clawed foot prints are


around the rim of the cauldron.
You find narrow steps entering The party must roll a
the volcano climbing check vs falling
onto the level below
taking fall damage.
Lost in a network of low tunnels
Roll d10 to determine which
tunnel you will exit from
A ghost of Sir Garm appears
above his bones. He asks the
party to retrieve his sword so
he may be at peace

Barrel full of centuries aged fire-


whiskey. Beware! It is highly
Sword pinning a skull to
flammable!
floor. Strength check to pull
it out of the floor.

What looks like a large trunk is


The kobold’s ritual is at its apex as dark
actually a mimic that the dragon
powers begin to gather over the
kept as a pet treasure. In d6 rounds from when the
party enter the volcano

20 kobolds led by a priest are


making an offering. If successful the
Cinder Queen returns as a ghost

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.

The Spiral Hallway (Skill Challenge)


The players enter a long, spiralling hallway filled with traps. They need to make careful
moves to avoid triggering the traps.

The Guardian’s Chamber (Combat Challenge)


At the end of the hallway, the players encounter the labyrinth’s guardian, a powerful
beast/construct. They must defeat it to proceed. The beast/construct is slow but strong,
and players must use their abilities strategically to defeat it.

The Echo Chamber (Puzzle Challenge)


After defeating the beast/construct, the players enter a chamber with walls that echo. There
are several symbols on the floor, and a door with the same symbols in a specific order. The
players must shout the names of the symbols in the order shown on the door. The echoes
will trigger the door to open.

The “McGuffin” Room


The players find the legendary McGuffin in this room. As soon as they take the McGuffin,
the labyrinth begins to collapse, and they must quickly retrace their steps to escape.

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.
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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

Moonrain depths by Jocarnail


loved one that asked the party to find Allyn and
protect them. The adventurers may also have
been led to the adventure by promise of riches
and magic hidden in the depths.

Who’s your Allyn


Beaconed to the Moonrain Depths, follow Allyn Hart in their search for answers on their past Fit the character to your need. Young or
that they themself may not want to find! The Depths call out, and someone has to answer! old. Men, woman, or neither. Any species.
Diving into the damp underground complex that were once a holy path for grieving souls a If you wish to, use an established
daring group of adventurers will clash with the bird-people—once common folks, twisted by character of your world as your Allyn.
the magic of the caves in bestial forms—to gather gold, mysterious trinkets, and questions.
Moonrain Depths is a system of hidden caves that was one a temple dedicated to the moon. It Who was Allyn
is here where people that were overburdened by grief once traveled in pilgrimage,
boiled water near the sacred geyser, and were spirited away by the moon, to be rid Allyn was once the leader of those
of their memories and sometimes to start a new life altogether. 1 that became the bird-people
Many moons past Allyn too visited Moonrain Depths—although they are not aware of moonrain depths. They lost their
of this. As the leader of their people, they guided them in the depths; and when Allyn memory when they completed the
was carried away by the Moon, their followers were twisted into the bird- ritual by boiling the water of the geyser
people that still inhabits the Depths, guarding their own prison. and were carried away by the moon.
2 During this process they may have
1. The Moonrock gained a new appearance, and
3 even become
A boulder in the wilderness that marks the entrance of the young.
depths. The entrance is hidden; on the top of the rock is a
flat spot with runes carved:
When tears wet this sacred stone follow their melancholy
into the depths. When they met the stream of sadness they 4
will guide you toward life anew.
Water that flows down from the top of the rock leads
to an hidden crevice in the stones at the base of the
moonrock, into a narrow tunnel and toward the depths.

2. The river of tears


A underground stream; shallow and with rounded gravel as its
bed. Leads to a waterfall that drops deep into ancient ruins.
Below the waterfall there is a slightly hidden passage made out of broken tiles.

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

Far Future At this point, players


ar

the players of destroying an Akari scout ship two days


St

(4 years since the event) are be thrown into


ago. The Akari Captain Olil Soomi's battleship also gets
random times in the
loop.
caught in the fracture when they approach, and they will
The station is dusty and abandoned, but the life support blame the Federation for setting this trap. Surely diologue
is still operational and the tachyon collector is still is another Federation trick. The player's ship finally is
functioning. The food replicators no longer work, and the present, only to maybe get blown up.
food reserves are gone. The captain's log will indicate they The Station Crew:
took a shuttle to the planet Kvasir when the planet's orbit Captain Jana Baily
brought it close enough to the station. When the players Science Officer Ryan Perra
are not paying attention, their ship disapears. Chief Engineer Darlene Phillips
Near Past
Deck 1: (0 days since the event)
Airlock & Storage
Common Area An Akari scout ship is preparing to
Near Future Crew Staterooms attack the station. When they do,
(2 years since the event) the Tachyon lens will be damaged
Deck 2: and the containmnet system will
The crew is barly surviving on the station. The captain Tachyon Collector be overloaded, fracturing the
explored the option of living on the planet Kvasir, but was Engineering
space-time continuium. The Akari
injured by hostile fauna. The crew of the station will ship will be destroyed in the
innitally be suspictious, and perhaps even hostile, to the Deck 3: explosion. Ryan Perra will be
players. They will want to use the player's ship to escape, Control Bridge injured and will die without aid.
which is impossible, giving us deliciious story conflict. If the station crew sees the players
The station's shuttle is present. in any earlier times, it will sure make
this time loop perdicament much
more believeable to the crew.
Time Loop Exit Posabilities: Possible Additional Threats:
• The players stop inital Akari attack. • The players may navigate • Players may encounter scavengers. • Life support may fail.
the fractured space in a ship. • Players manage to repair the • The Akari might return to the station for revenge.
cc-by-sa 4.0
Tachyon collector, sealing the fractue. • The system overloads, • The station crew may lose faith in the players.
• A stow-away creature or parasite from Kvasir may attack.
by Senator Bix
stoping the time loop, but trapping the players wherever the are.
Temple of the Blighted Swamp 1b. A bloody alcove filled with skulls.
Immovable hollow glass tube buried
within. Give a sacrifice to power 2
2a. Lichen covered statue reaching for the sky, missing
armor, belt, helm, gloves. Opens interior door.
When pieces returned,
Harsh gases and rotting decay 3. A pillar of gems to the SE for 1 hour slab 3 opens
shroud a forlorn temple. A spiraled stacked
square tiles 15’
suffering wretch roams the high, topped with
bog, emitting a blight in its a semi-transparent
pyramid. Each tile 1a. Moss covered,
wake, yearning for a return to rotates. When
slab 4
bog
semi-transparent
its once renowned sanctuary. straightened, ornate gems on
pyramid glows. bog

Adventurers will navigate Open Slab 4. C stakes. Could


be illuminated.
swampy terrain to release a jammed
Ignition source to
prisoner from its desperate 2b. Bulging pods
the north.
psychological quagmire. hang from vines, When lit, slab 1&2
choking the room, C open
concealing the
Roll 1d6 at each star location,
slab 1

pedestals that hold


Suffering Wretch appears on once opulent armor,
6 or in rolled# rds. Follows PCs. belt, helm. Gloves
slab 3 C
are missing.
See goal below. slab 2

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.

2 2d4 Chud curdle up RANDOM ENVIRONMENT INSPIRATION


Noxious gas cloud - violent
3 d4,d4 1 - Swamp 2 - Temple 3 - Objects 4 - Weird
vomiting for a short time
cold muck, wet vines, rusty chains hanging, Wine bottle with rib scroll case filled with
Insect infestation - develop 1
4 severed rotting hand broken drum, cobwebs bone, canvas tarp, twigs live spiders, chittering
disease in 1d4 hours
tree stump with a dozen Mud filled porcelain painting of an unknown wind chimes made
A strange thing from a PCs 2
5 arrows sticking out of it teapot, basket, cauldron mountain, bubbling mud from finger bones
past surfaces in the muck
three alligator eggs, ball of white marble, honeycombs wrapped in glass jar full of beach
3
rotting remains, stench small wooden figurines oil paper, gurgling, slosh sand, unfinished wands
toads, thorny rotting broken hourglass, chisel old boot filled with ribbons and orbs of
Map by 2nd-Level 4
Dyson Logos trees, twisted roots, moss and hammer, spectacles brackish water, putrid painted glass, scented
©ORANGEeyes 2024
Political Play

Serving Size: 3-4 Players


Servings per Container: About 2-4 hours

A. Greeted by Sharply-dressed Staff


"Welcome. Please follow the left wall to
the bar. Turn right after the bar & follow
the right wall to reach the dining area."
B. Full Service Bar & Seating, Roll 2x Random
C. Private Dining Tables, Roll for Random
D. Full Dining Service, Roll 4x Random
E. Digging Doggo: Bones, Corpse, Treasure?
F. A Lost Child, About to Burst into Tears
G. Secret Door to Manor/ Servants' Entrance
H. Drops of Blood & Hastily Stashed Ring
I. Dead Drop: Hidden Pack of Letters/ Ledger
J. Statue w/ Priceless Pearl in Open Palm
Time Loop for 30 seconds if Pearl Removed
K. Overly Friendly Talking/Awakened Shrub
L. Fountain w/ Talking Fish in the Pool

Random Encounters (1d8)


1. Flirty Noble, Twist: Add a Jealous Partner
2. Arguing Nobles, Twist: Results in a Duel
3. Nobles Comparing Jewelry, Twist: Drunk
4. Passing Staff, Twist: Add Annoying Noble
5. Abandoned Purse, Cane, Hat(s), or Dishes
6. Gossiping Nobles Hungry for News
7. Gambling Nobles, Twist: Hustlers
8. Nobles Discussing Business, Twist: Spies

Ingredients: Printablee Cereal Box Template,


kannojiashreyak's royalty-free Cereal Clipart
Cartoon, GraphicMama-team's royalty-free Wizard
Magic Scroll, Adrian Frutiger's Avenir Next
Condensed font, jprak's dice geometry-geometric
shapes. DungeonScrawl v1, GIMP v2.10

"You are cordially invited to a garden party on the


week's end at the estate of Lord & Lady Wexley.
P a r t y G o a l s W r i t t e n b y : T a r a C h e n

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. Entryway—There is a large sundial and a note. The note logs TV number of


entries in dates roughly 100 years apart. (On a TV of 1, there is one entry, for TV
of 2 there is a second entry 100 years later.)
2. There are mining tools here. The wheelbarrow has TV gold nuggets.
3. There is a large pile of rubble in front of a hidden crevice. When anyone comes
within 20 feet (without being sneaky enough) TV Rock Elementals attack.
4. Through the narrow crevice is a small area with stacked stones.
Under this cairn is a large bag of gold. When the cairn is disturbed, two wraiths
appear and attack.
5. There is a locked chest and a large spider web with a hidden giant spider in a
crack in the ceiling. It’s hard to notice that that the web connects carefully to the
chest. When the chest is touched, the spider attacks. Its web is supernaturally
sticky to anything but the spider.
6. This little niche before the altar area conceals a giant constrictor snake.
7. This long-dead skeleton lays next to a beautiful sword. The only flaws on the
sword are TV notches in the blade.
8. There is slime dipping from a tiny crack in the ceiling. It pools and runs into
another crack to the east. The stream of slime is TV feet wide. If someone steps
in the slime, they take damage for each step or few seconds of contact made.
9. Some loose rock in the floor gives way to a 20-feet deep spike trap. The trap
only leaves 2 inches of room on each side. It’s difficult to detect or disarm. If a
character is trapped, roll 1d12. If the roll is greater than TV, that character is
poisoned. (The poison wore out over time.)
10.There are cages to the west with fresh corpses, a small altar, and a large statue
of an olden god. The Time Elemental is here and immediately attacks when it
detects anyone.
11. This locked stone door has a standard 12-hour clock on its south side with 2
hands. The minute hand is fixed on 0. The door can only be unlocked when the
hour hand matches TV. If the door handle is tried with the wrong hand selected,
the party is magically whisked away in a cloud of fog to area 1. All traps, doors,
and enemies are reset. The north side has a simple pull-handle to open.
12. Similar to 11 above, but the hour hand is fixed at 12. The minute hand must
match TV. The north side has a simple pull-handle to open.
SUNDIA
SIPHON
YEARS AGO Attacking Myconids forced their DUNGEON ROTATION THE SIPHON activates after every full rev-
way into the forge through the Siphoning The mid-ring of the dun- olution. It harnesses the magical energy of
Chamber, breaking the protective seal on geon rotates clockwise, all relics and the consciousness of all living
the doors in the process. No creature in the either on a timer, or creatures in the dungeon and then injects
forge was safe from the Siphon. All were when rolling a number them into constructs hooked into the forge.
Mal Star | Bad Star Games drained into a lone construct, and their on the encounter die. This process can be reversed by swapping
remains were left to rot... and reanimate. With clever pathing, what bodies are hooked up in the forge.
The worn and ancient town sundial finally In this open-ended dungeon, players must every room should be
crumbled to ruin after a recent storm, expos- discover what happened to the forge’s crafts- accessible in all phases. POST-DUNGEON A skilled Dwarven crafts-
ing a hidden tunnel inside. What lost secrets men, while racing against the clock to avoid Runes on the forge hint man takes up residence and refits the forge
might it hold? the same fate! at the current phase. to create magical items...

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

by halflings and goblins.


Great Hammer was Fili and

An air shaft, climbable


The dwarven mine has been abandoned long ago. his crown jewels are still
These days, an orc tribe lives here, led by here.
Grishg. They are servants of a fire demon.
All fights in the
Outlook: 4 orcs. stone garden start
The ceiling is with 3 in 6 surprise
A runner alerts
100 ft above.
the orcs below.
All is dark.
Each stone mound holds a
small crypt. Fili's crypt
Climbing nets.
has the Seven Jewels of
Easy to spot
Great Hammer (7600 gold)
from below.
Great Hall This is the
Maufimbul (see Ashuak (see below) Bone Breaker stair
below), 20 orcs. and 20 orcs. and camp.
Wolfling Stair Old kitchens with stone
and camp. tables and an abandoned
fireplace that connects
Grishg , Shagdog
Gate: to the outside above
(see below), 20 orcs
4 orcs. and the ovens below.
Fire and 7 guard boars.
A runner
alerts demon. 12 gems
gallery. Abandoned ovens hidden in
air shaft.
7 hell hounds
The gate leads to the in their lair.
long stair guarded by
To Muspelheim,
20 orcs on the shooting Slurry heaps
Hot air and the plane of fire.
gallery with very good
cover from return fire. sulphur smoke.
Rushing down the stairs Garbage chute Barely visible:
still takes 7 rounds. lead to the the flame gate.
Without an alert, they black slime Behind the slurry
are lax, gambling. pit. heaps is a tunnel
that leads down.
The second gate at the bottom is Hidden in sulphur
smoke lies a five- There is a crawl tunnel from
closed and guarded by 4 orcs. It
headed pyrohydra. Grishg's tent that leads to the
leads to the Merchant Hall.
The fire demon fire demon. It's true name is
A door leads to the shooting
taught the orcs Wounded Scepter of the Gods. It
gallery. A garbage chute leads to
how to lure it drives Grishg to war and strife.
pit of black slime. Three passages:
- to the Great Hall and the orcs into the merchant
hall for defence. Author: Alex Schroeder
- to Throne Room and the fire demon
License: CC BY SA 4.0
- to the old ovens and hell hounds
https:��creativecommons.org/licenses/by-sa/4.0/

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.

Deck of Just a Few Things:


Holy Moly: You can cast Turn Undead at your level once per day. All undead now attack you with Advantage.
Jumping Jack: Your vertical and horizontal leap distances are doubled. When jumping, you have Disadvantage on landing.
Random Cloud: You can teleport 30’ at will once per day. The direction you teleport is random, roll d12 for direction.
Tossed Coin: The ability score of your choice increases by one. You lose proficiency in the skill of your choice.
Bright Idea: You can cast Faerie Fire once per day. The spell also affects you and anyone within 5’ of you.

License: Creative Commons Attribution-Share Alike 4.0 https://creativecommons.org/licenses/by-sa/4.0/


For GMS before you start: GM PI GM PI GM
This dungeon is a tool to help teach the concept of the Cycle of Change The figure is controlling the Gribbily Beast with the chains. The figure simply thinks The soldiers in this room are not In addition to the goblin and the fire, there is a goblin sized sword and a
You breath a sigh of relief The sound of a fierce
(pictured centre of this page). The Cycle of Change shows the steps one what it wants the beast to do and it will do it. When the players approach The Figure interested in the players. They will shield hanging high on the wall.
as you leave the battle battle echoes up the
needs to go through in order to make a change in their life. It is an the bright wall where the chains go becomes transparent and they will now be able not fight them, unless the players
behind. narrow hand chiselled
important concept to understand for anyone trying to make change but is to see the first room they appeared in. The Gribbily Beast is there, facing away from attack them first, but they also will The goblins name is Peebo. Peebo says they are sad because the big mean
The next tunnel is dark and stone passageway.
especially useful for people with drugs or alcohol in their life, who are in the players with the ethereal chains connected to it. completely ignore the players. They goblins are beating them up.
echoey. It is dead straight, The passage curves to
detrimental relationships or are looking to leave something negatively will even move around the players if Peebo believes that if the other goblins respected them, then the other
at the end of it is a brightly the right so you can’t see
impacting them behind. The figure will ignore the players and cannot be harmed by any weapons, except for they get in the way. goblins wouldn’t beat them up any more. Peebo asks the players to give
lit room. what lies ahead.
the sword picked up at the start of the dungeon, which will kill the figure if struck by them the sword hanging on the wall so they can teach the other goblins
It takes 30mins or so to Eventually you get to the
Player notes are written in green boxes with the label PI at the top, GM it. This will reset the dungeon the same as the players dying. If the players attack the soldiers respect.
walk down the tunnel. point you can see the
only notes are written in yellow with GM at the top. fighting the soldiers will fight back.
When you reach the end of end. The passage opens
If the player characters listen carefully, are smart enough, use some tech or spell, They will take damage and die, but If the players hand Peebo the sword Peebo will leave through a small
the tunnel you see a up to a massive room
The dungeon starts abruptly and works well as a dream-sequence, they will realise The Figure is speaking in reverse and is saying “The chains that bind there will always be a new soldier to tunnel that appears when they approaches the wall. The players cannot
brightly lit white room. It is where a vicious battle is
amnesia event, magical intervention or space-time anomaly. us to suffering are the greatest evil”. keep fighting. The players will enter the tunnel through any means. Echoing through the tunnel you will
impossible to tell where the taking place.
essentially fight until they die. Adjust hear the other goblins greet Peebo then say “What are you doing?”. Peebo
ends of the room are once When you turn around
Any time the players die during the dungeon they return to the player If the players cut the chains with the sword they shatter. The Figure wails and the damage from soldiers accordingly will then kill them all. Peebo will then come back, thank the players and kill
you enter. you see only solid wall.
introduction. Feel free to speed them past any areas they have explodes in a flash of light, which causes the room to descend into darkness. A small so this does not drag on. them too.
There is a figure standing in The tunnel has been
completed. door shaped light appears in a nearby wall and the players can move through the the middle of the room in a closing behind you. You
door to the room the Gribbily Beast is in. The way to defeat this room is to walk If the players hand Peebo the shield Peebo will throw it on the ground, and
robe. They are chanting can’t go back.
through the battle but not get insist on the sword. If the players continue to refuse Peebo the sword
something you can’t
The Gribbily Beast will thank the players telepathically. It will open a portal behind it involved. About halfway through the Peebo will go through the tunnel to the other goblins, be slain by them, and
The Greatest Evil - Player Intro and reverse through. When it does the sword glows a blackish purple. With a flash of
understand and holding
onto large ethereal chains
room the exit on the other side the other goblins will come through and kill the players.
“Whaaaaaatch oooooooout” you hear in slow motion as your eyes focus light the Beast and the sword are gone, but the players are each left with a heart becomes visible.
that seem to disappear into
in the dimly lit stone cavern. A tentacle impacts into each of your bodies shaped medallion. Whey they wear it any creature that understands language will If the players refuse to hand Peebo the sword Peebo will say “then what am
the nothingness of one of
and sends you cascading into the wall. cease hostilities for five minute if the players offer and give them a hug. Once/day. I supposed to do?, you are famous heroes, what would you do?”
the bright white walls. The
Looking towards the centre of the room you see the Gribbly Beast,a figure takes no notice of
floating orb of darkness and tentacles swiftly dragging itself towards Move to the Debrief in the centre To pass this room the players must convince Peebo that violence is not the
you.
you. answer and that sometimes you have to let things go, or words to that
effect. Peebo will accept the players word and point to a spot on the wall
where a tunnel has now appeared. From the tunnel you can hear the
GM sounds of battle. Peebo says, its dangerous in there, but you have to go.
This monster can not be beaten with weapons, spells or
If the players struggle with this room the same booming voice from before
really any aggression. Every attack against the monster
says, “if violence is not the answer, what is?”.
is negated and the attacks only seem to make it angrier
and more aggressive. It will do massive damage and Cycle of Change
ultimately kill the party, restarting the adventure.
Precontemplation
Keep doing this until someone questions it. Precontemplation: You haven’t started thinking about
“How are we meant to do this?” Hidden door making a change
“Can we even kill this thing?” Contemplation: You have thoughts of changing your
“How do we win?”
Maintenance Contemplation behaviour PI
Anything that questions what they are doing. Preparation: You make plans. I will stop stabbing things The passage at the
Once they do, a door will open to the south. This door is Action: Do something that leads to the change. back of the stage
undetectable until the players asked the question. Maintenance: You have to keep doing the thing. This starts at 8 feet high
Relapse part is hard. before dropping
Relapse: Relapsing is not failing to change. Relapsing is
PI
steadily to roughly 3
part of the journey. feet over the course
The noise of the door opening can be heard by all of 30 feet. It makes
players. the passage seem
There is a light coming from the room and a sword Action Preperation much longer then it is
sitting on a plinth in the middle.
The sword rooms floor is flagstones with solid
Debrief initially.
The passage is lit by
stone walls. Show and explain the Cycle of Change
glow worms, it is dim
On the plinth is a plaque which reads “Destroys the Ask the players...
N but possible to see
Greatest Evil”. Players start here What was the change you had to make?
where you are going.
When did you hit each part of the cycle during this dungeon?
At the end of the
Designed by Aaron Pace of Void10 What was the hardest part of making the change?
passage is the flicker
GM Based on The Cycle of Change concepy by Prochaska & DiClemente
Created in Canva
What is something you have learned about change in general?
of fire light.
The sword in the stone room is required for the end of the The whole way down
dungeon. If the players use the sword against the monster the you can hear crying
adventure restarts as if they had died. echoing up the
passageway.
If they make a comment about how the sword won’t work When you emerge
Hidden door
against the Gribbily Beast the hidden door to the east opens. from the passage you

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

Your party finds themselves on a sloping hill. At the top is a long


hall with a roof made of interlocking shields. They can roll to deter-
mine if they are aware of the historical or religious significance of
this place. It is Valhalla, the place where warriors go who have died
in battle. Determine if they are here via a glorious death, a random
portal, or some other means. A warm, gentle wind blows through,
and they can see green and purple aurora winding across the sky

As they make their way in-


side, they recognize several
past allies and foes feasting at
the many tables. They are
eventually introduced to Odin
himself. After a night of revel-
ry, they are provided with a
task to perform in the morn-
ing. It seems there are spiders
Location 4: A series of
in the basement that need to
interconnected webs
be cleared out.
within the an astral or
Locations 1 and demonic plane. They
2: The feasting must transverse the
hall. They are webs avoiding environ-
taken back in mental hazards as they
the kitchens face greater challenges
with stairs (Exit associated with this
A) leading into a plane such as spider
series of sub- demons The strands
basements themselves are large
(Room 3). enough to walk side-by-
side, extending into the
distance as far as they
can see.

The DM could include


powerful cultists or wor-
shippers of a spider god
https://creativecommons.org/licenses/by-sa/4.0/ who can shapeshift into
Location 3: The subbasements are infested spiders themselves. At
with thousands of spiders. It is recommend- the center is a web fun-
ed to play this as a skill challenge or abstract- nel (Exit C) leading to
ed combat. location 5.

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)

Print the page on heavy paper.


Cut out the arrow and attach
it to the spinner.

Each spin must make at least


one full circle to count.
Otherwise, respin.

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

After a long career as adventurers, it’s time to reintegrate to Town Events


normal life in your hometown. Will your retirement last? 1. Immigration (roll on Immigration table)
2. More Immigration (roll 2x on Immigration table)
Playing the Game 3. Most popular religion has changed
4. Your favorite store has closed down
Each player describes what their character is looking for in 5. Gentrification
retirement, and starts w/ a Satisfaction Score of 0 6. Deindustrialization
7. Abundance of automation
The game takes place over 9 seasons. During each 8. Population growth
season, perform the following actions: 9. Change in local flora and fauna
10. Industrialization
1. Each player describes what they have been up to 11. More exciting night-life
in their retirement during this season 12. Discovery of natural resources
2. The group rolls once on the Town Events table 13. Increased crime
3. Each player adds 1, 0, or -1 to their Satisfaction 14. Rumors spread of a former foe returning to power
Score based on if their character would like, dislike, 15. Large change in local politics
or be neutral towards the event. Every character is 16. New local natural resources discovered
different, it is up to the players to decide how their 17. New thriving business opens up
characters would react. 18. String of local robberies
4. Each player rolls on the Personal Events table, and 19. Magic and/or advanced tech artifacts discovered
then adds 1, 0, or -1 to their Satisfaction Score 20. Some folks start developing superpowers
based on if their character would like, dislike, or be
neutral towards the event.
5. Each player narrates how the events of this season Personal Events
made their character feel and how they responded 1. Get a new job
to them. 2. A new family moves into your childhood home
3. Meet a former lover
Ending the Game 4. Reconnect with childhood friend
5. Reformed enemy from adventuring days appears
When the 9 seasons are over: 6. Dinner with Parents
7. Make a new friend
● Every player with a positive score stays retired 8. Friend from adventuring days shows up
● Each player with a negative score goes back to 9. Siblings invite you on a vacation
adventuring 10. Pick up a new hobby
● Players with a score of 0 can pick either result, and 11. New neighbors (roll on Immigration table)
should explain their decision to the group 12. Lots of new neighbors (roll 2x on Immigration table)
● Each player should narrate an epilogue

It’s Been a While - If players want to represent their Immigration


hometown having changed a lot while they’ve been gone, 1. Folks from bordering towns
roll 3x on the Town Events table during the first season to 2. Folks from other nations or regions
represent all the changes they missed. Players should react 3. Super-advanced extraterrestrials, they’ve done a
to these and adjust their Satisfaction Scores accordingly. bit of peaceful terraforming
4. Extra-dimensional people, they mostly wear
Rerolls - If you would roll a result on a table that doesn’t physics-modifying suits for survival
make sense for your character or setting, reroll or make 5. Ki-using aliens with shape-shifting superpowers
something up instead. If results would be contradictory 6. Alternate members of your town from a parallel
(such as industrialization and deindustrialization) either timeline. Seeing your doubles is causing a bit of a
reroll or try to come up with an explanation for how both ruckus.
happened (maybe part of the town became more rural while 7. Supernaturals (vampires, fey, oni, etc.)
the other became more urban). 8. Time travelers
9. Psychic Clones
10. Robots & AIs

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


The Epona’s Temple seeks to challenge players and their Written and cartography by Fellipe da Silva (@coolwayink)
Concept and review by Guilherme Providello (@gprovidello)

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.

ENTRANCE ROOM BEDCHAMBER


If the Circlet is activated usually opens A lavish bed with heavy curtains
this Room first, flying upwards, keeping it dry from the elements.
expanding and falling to the floor The SUCCUBUS NEXRA lounges
CENTERING ON THE USER. on the Bed, she’s bored.
This Room is covered by a She is waiting to be RELEASED
Stone Tile floor with a raised from her CONTRACT with
dias and a lectern to one side. Fullen. She is wary of intruders
There are INSTRUCTIONS on but can be reasoned with.
the LECTURN informing A Makeup Table, Clothing Area
readers about the danger of and a Writing Desk containing
being within the Circlet while the the TREASURE ROOM KEYS
room is being changed. round out 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).

It is surrounded by various other Their duty is to steady the pools


beds, some of which contain TEMPERATURE and protect their
DANGEROUS VINE CREEPERS (A), Master. They are wary of intruders.
BELIGERRENT BLADEBEETLES (B) A SCALE OF WATER BREATHING (S) is
and SHOOTING CACTI (C). set into the center of the Pool making it
breathable. Taking it requires force and is
considered hostile.
TREASURE ROOM & Prison ARCANE LIBRARY
Thick Stone walls an a cold Floor Define this Room, giving it a Two CIRCULAR BOOKSHELVES are forming a C-shaped
real DUNGEON ATMOSPHERE. corridor, a nice reading lounge rounds off the picture.
A HOSTILE TROLL (T) patrols the right side of the Room, The Books are pretty basic, some Spellscrolls and Objects of
guarding the TREASURE CHESTS which have DIFFICULT value can be found here as well, but there is a secret room at
LOCKS. There are NO OUTSIDE WALLS. it’s center: it opens when certain BOOKS (B#) are placed in
If he notices Intruders, he will smash through the IRON GRATES, their corresponding LOCATIONS (author, alphabetical, L#).
(not walk around walls) and pursue them outside of the Circle. There is a row FACING OUTWARDS of the room as well.
The Chests contain a FIRE SWORD (A), GEMS & RICHES (B) and The Secret room contains the INSTRUCTIONS needed to
very CRINGY DIARY (C) that also serves as GRIMOIRE containing CREATE and MODIFY ROOMS within the circlet. It can also be
ARCANE SPELLS of appropriate Level. reached by being in the room when it changes.
Samsara Celebrations by Tobias Fudge
Implausible provenance guides us to the secluded monastery village of Shū during the festival
of the complete victory of their founder, Teacher Fellow, over the marauding king Utagai and the
start of the Cascading Ripples school of Zen. Priests who have undergone self-mummification
roam and participate in the revelry as their varying levels of petrification allow.

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)

1 Competitive meditation at the pagoda Contrite criminal “Nothingness”

2 Imperfect beauty contest at the bell house Powerful pacifist *Faintly Smiles while nodding*

3 Horseback-like archery at cemetery Awed acolyte *Plays flute*

4 Calligraphy in the tea room Ancient ascetic *Raises one finger*

5 Showcase of rock gardens Mechanical monk “Irrelevant”

6 Lantern boat launch at the river Enlightened Master Sunshine *Chirping noises*

A Walk Around the Festival/The Path of Calamities (d6)


1 Oh Suffering! A fire has broken out with no smell of smoke. Monks practicing breathing techniques feel Dust of Smell
light-headed. Started with a firework and a massive book of kōans as tinder.

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

Closing Ceremonies/Culminating Climax


Teacher Fellow’s stele at the koi pond is repaired with gold through kintsugi and bears a striking
resemblance to Utagai. Here the Merchant’s child has imbibed all 6 Dusts in a desperate
attempt to escape imminent punishment for their transgressions. Manifested as a massive hand
and heralded by rapturous applause void incarnate strikes. Remember to breathe and pray
those you’ve helped return your kindness.
Items
Shortcut Beads- An act of selfless compassion enables a reincarnation if needed.
Flower of Understanding- Share understanding without speaking.
Wishy Washi- Encircling a written word with an Ensō on this paper creates an inky version of it. Be
mindful of the disconnect between words and meaning.

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/
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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

Great Outlook Crystal Temple

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
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m e o
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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.
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6
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4
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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
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. 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.
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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

Created by Roger Speer, Jr


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

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
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t ur gam
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on or
?
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meta-narrative? or Betrayal
vent ting t se to
ll
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si the S

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game sessions, adjust the NPC


Wha

story and the World’s If the Characters did nothing,


Ascension what would the factions in
environment in logical ways, What happens in the world that
Stewarding the story develops the Characters? your sandbox do?
What are their motivations,
rather than plans, and behaviors?

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.

Lord Stoker 2 Wolfguard


Inciting Incident?
1 The castle looks like the kind of The Wolfguard are a trio of city guards.
place a Vampire would live. Lord They rarely speak, never remove their The Bride
A mercenary band has taken
Stoker is a Noble, not a vampire helmets, and smell terrible. They are
over the Crescent Inn. This is The fourth member
but he has all the signs not really city guard, in fact they are
a group of Werewolves that of the Wolfguard.
(including an averse to sunlight) Flesh Golems created by Elvira.
are convinced Lord Stoker is a Elvira’s hold over
thanks to his nurses which are When she wants to terrorize the town
Vampire. her was broken.
minions of Elvira. she gets the Wolfguard to do it for her.
She is a Flesh
Holy Matters
3 Golem and
occasionally roams
Elvira's minions infiltrated and the city at night.
took over the larger temples
some time ago. The clerics are
Chaotic Cult Fanatics. A Carnival
Lawful Cleric will sense the Creepy, but not
lack of Holy Ground at each. actually villians.
4 They are
Commoners
(acrobats, actors,
Wererat entertainers, jesters
Rebellion and minstrels) that
Elvira stole a small have been unable
Gold statue of the Rat to leave.
God. Now the Cult of
the Rat, Wererats all,
5
are trying to get the Lost Boys
statue back. A street gang of
teens that hunt
human minions of
Encounters the vampires. They
only hunt during
Day, pick highest. the day.
2d20 Night, pick lowest
Baby
01 Mercenaries (Werewolves)
02 Lord Stoker (Noble) & Vampires?
A dozen baby
entourage (Knights) Vampire Spawn
03 Priests (Cult Fanatics) haunt the city at
04 Beggars (Wererats) night. They were
the Fat Merchant
05 Urchins (or Lost Boys) children and Elvira
06 Elvira (Vampire) and turned them, to
entourage (Vampire Spawn) spite hime, and
07 Merchant (or Fat Merchant) now uses them as
her spies.
08 Baby Vampires
(Vampire Spawn) Elvira the Vampire 6
09 Drunk/Drunks (Commoners) The true power in the city. She controls the second largest Merchant House. She has
10 Carnival (Commoners) bought dozens of houses in the city so that she may enter them at will.
11 Thieves (Thug) * Elvira's ships take on passenger/crew in foreign ports and brings them to
Crowscroft as food.
12 Wolfguard (or Bride) * Elvira’s ships commonly engage in the slave trade. Some are used as food, others
(Flesh Golem) sold for profit, a small handful used as soldiers and spies.
13 Animals (chickens/goats)
14-15 Peasant (serf or freeman) The Fat Merchant 7
(Commoner) A Fat and crippled Vampire Spawn, he runs the largest Merchant House. A hundred
16-20 Townsman (crafter, laborer) years ago he forced a young very human Elvira to marry him. When she bacame a
vampire she turned him and his children, leaving him fat and crippled forever. He is
(Commoner) barely able to feed himself and has his minions bring him babies to feed on.
fi
The Lazy River
Finally! You finally made it to your destination after a long, arduous journey. Perhaps it was a quest to save the town from
goblins or slay the dragon that was extorting the king. Maybe it was a 4-hour car ride with crying children, bumper-to-
bumper traffic, and overpriced pizza. Regardless, you want to relax. You deserve to relax and you have set your sights
on the lazy river! A few hours gently floating on the current with no bandits, no evil wizards, and no kids! What could pos-
sibly go wrong?

1. Entrance / Exit – there is a crush of people trying to get


tubes. As you finally see one coming your way, someone
else rushes out and grabs onto your tube at the same
time as you
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from it and the current is pulling you towards it. RANDOM EVENTS
3. Troublemakers tormenting another kid and splashing wa- 1. Your innertube springs a leak
ter come swimming up behind you
2. Someone looking for their lost watch - are they
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there? picious?
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tube! your attention. Do they know you or are they trying
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troublemakers throwing slushies off the bridge at river- 4. Person in distress: someone drowning, lost child,
riders etc.
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8. Innertube log-jam ahead! interrupt your rest. One of them mouths the word
“Pizza.”
9. Swim-up tiki-hut where several patrons are arguing – this
looks like it could erupt into a tiki-tavern brawl... 6. A pair of swimming trunks float by without their for-
h ps://crea vecommons.org/licenses/by-sa/4.0/ mer occupant
Rhonda Renninger
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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. Stairs to 1st Floor.


1. Pit Trap: 30’ deep.
2. Priest Statue: Holds a brass
2. Blue Rabbit Statue (east). Red chime to open the room 3.
Rabbit Statue (west).
3. Chest: 9d8 aquamarines (100gp
3. Chest: Locked. 4d8 opals (100gp each). The chest is a Mimic.
each), 2 citrins (75gp each). HP: 29
4. Dragon Statue: Looking to 4. Illusion: Apparently is made of
southwest. bubbles. A key to room 16 can be
5. Trap: Flamethrower deals 2d6 easily found within the bubbles.
damage to anyone in the room (save 5. Great Plate: A sphere lies on the
vs breath for half). floor. If placed on the plate
6. Guardians: Oil Beetle ×12 deactivates the smoke of room 9.
Hp: 18, 9, 9, 9, 9, 9, 8, 8, 7, 7, 6, 6 6. Trap: Gas fills the room and
7. Warrior Statue: Pointing its causes paralysis for 3d4 turns (save
sword to northeast. vs paralysis). 300pp and a Feather
8. Secret Room: 2 silver brooches Token (Bird) on the floor.
on the floor (250gp each), a Horn of 7. Illusion: Apparently the floor and
Blasting on the wall. walls are made of needles.
9. Key: Opens room 3 and the chest 8. Secret Room: A wizard statue
inside. wears Bracers of Armour AC 4 [15]
10. Illusion: White mambo fishes and a Cloak of Defence +2.
flying in the room. 9. Guardian: Manticore ×1.
11. Grey Devil Statue: Wears a Hp: 32. Wears orichalcon armlets on
satanic necklace (400gp) that sets forearms (2,100gp each).
the trap in room 15 when looted. Smoke in the room: –2 penalty to
12. Empty Room: Broken floor. attacks and prevents spellcasting.
13. Message: On the wall. Opens 10. Secret Room: A Bag of Holding
the locked door to room 14. on the floor.
14. Lady Statue: Points to the east 11. Troll Statue: Holds a brass
door to room 17. chime to open the door to room 21.
15. Trap: Makes a noise to the alert 12. Message: On the wall. When
the harpies in room 16 (they cannot read, deactivates the illusions of all
get surprised). rooms for 12 turns.
16. Guardians: Harpy ×4 13. Illusion: Apparently the floor is
Hp: 15, 11, 10, 9. Each harpy wears a made of magma. PCs has a 1-in-6
silk sash (450gp). chance to find a Ring of Fire
17. West door: If someone touches Resistance beneath the illusion.
the doorknob will fall unconscious 14. Lever Room: Lever 1 (west)
24. Stairs to 2nd Floor: Are RANDOM HAPPENINGS 17. Troll Statues: If someone bears RANDOM HAPPENINGS
for 8 hours. deactivates the magical darkness
magically sealed. (1-in-6 chance per turn) fire, the 2 statues becomes trolls and (1-in-6 chance per turn)
18. Guardians: Ogre ×2 from corridors for 24 hours. Lever 2
25. Unicorn Statue: Has a long =========================== attacks. Hp: 33, 28. ===========================
Hp: 25, 20 (east) deactivates the trap from
platinum horn (600gp). 1: 2d4 Kobolds patrol. 18. Illusion: Apparently the room is 1: 2d4 Gnolls patrol.
room 15 for 24 hours. Only one lever
19. Secret Room: Gauntlet of Ogre 26. Guardians: Hook Beast ×2 2: Strong winds: made of solid ice. 2: Strong winds:
can be pulled in a single day.
Power, 3d6 emeralds (250gp each). Hp: 36, 28 Extinguishes non-magical Extinguishes non-magical
15. Trap: Slow gas fills the room 19. Secret Room: A Staff of Healing
20. Ogre Statue: Pointing to east. 27. Fisherman Statue: Holds the light sources. light sources.
(save vs breath or move at half on a chair made of ebony and ivory
21. Ogre Statue: Pointing to west. key to open the door to room 29. 3: 1d8 Oil Beetles. 3: 1d8 Trolls.
speed and act every 2nd round for (2,500gp).
22. Trap: Blind creatures within 20’ 4: Bad smell: –1 penalty 4: Bad smell: –1 penalty
28. Secret Room: A warrior statue 24 turns). 20. Message: On the wall. When
for 1d8 turns (save vs spells). to-hit and saves for the rest of to-hit and saves for the rest of
wearing a Platemail +2 and 16. Walrus Statue: Has diamond read, reveals the secret doors from
the day. the day.
23. Minotaur Statue: Holds a silver platinum armlet (1,250gp). tusks (1d6 × 800gp each). rooms 10 and 19 for 12 turns.
5: Eerie Whisper: Retainers 5: Eerie Whisper: Retainers
battle axe (70gp) and the key to 29. Illusion: Green mambo fishes 21. Panther Statue: Holds a black
suffer a –1 penalty to morale suffer a –2 penalty to morale
open the door to room 24. flying in the room. PCs has a 1-in-6 chime to open the room 22.
for the rest of the day. for the rest of the day.
chance to find a jade fish between 6: 1 Hook Beast. 22. Dungeon Master: Astarot (Lv9 6: 1d4 Cockatrices.
them (1,800gp). Magic-User: 35hp) with an Invisible
30. Message: On the wall. Opens Stalker (48hp). Astarot wears a ruby
the stairs to 2nd floor. Magical Darkness: Lights are armlet (3,300gp), an opal ring Magical Darkness: Lights are
neutralized while in this area. (5,200gp) a Ring of Protection +2, a neutralized while in this area.
Scything blade swings from Ring of Spell Turning (10 charges), a Scything blade swings from
the ceiling from certain Wand of Lightning Bolts (18 the ceiling from certain
points, attacking for 1d8 charges). points, attacking for 2d8
damage. damage.
by Cameron Badnell https://creativecommons.org/licenses/by-sa/4.0/
Strange happenings are sighted near a Ranger sanctuary dedicated to Summer and Winter: a mysterious dryad, a destructive shaman, and forgotten treasure. Players can
change the weather and the environment of the dungeon by turning the wheel in Room 4. Summer is written in Green and Winter is written in Blue.

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.

As they leave, the head


mage, Solina Rokerua, gives
them 3 poisoned potions of
superior healing. Drinking
them inflicts the poisoned
condition 1 hour after use, for
3 hours. She warns them of
the witch of location 4.

Quest Rewards: Solina


promises to let them keep
one weapon. (As she’ll be
revealed to be a villain, they’ll
actually keep both & the staff
of illusion.)

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.

https://creativecommons.org/licenses/by-sa/4.0/ Toon Van de Putte - www.automaton.be


Art & Layout by Sofia Drawmore

The Ring of Seasons


A variable theater of the mind, social and
exploration adventure inside a magical artifact
“Keeping order is a season of unending cooperation.”
This adventure tasks the party with defusing problems between
creatures living in the wild and villagers living beyond the woods.
The focus of the stories outlined in this adventure is acceptance and
understanding of others, be it their different way of life or their
knowledge of the world. The party will experience the consequences
of inaction and the effects of xenophobia, seeing the world come full
circle. Traveling within the world of ring, the party will also see a full
year pass, season by season. This adventure taking place within a
ring allows it to be easily slotted into a pre-existing campaign. With
that in mind, it has high variability allowing the dungeon to feel
different if it’s used across multiple campaigns. If the DM desires,
one party member can roll or pick specific aspects of its world,
allowing the party to feel a direct connection to the ring.

The Cursed One


The party finds a powerful, magical ring while adventuring, but
before they are able to have it identified one of them puts it on. The
rest of the party discovers it is a cursed object right away, as the 1 Hex = 3 hours
party member who put it on is turned to stone. The statue that was
once an adventure holds out its hand and speaks in a stranger's Forest Dwellers and Villager Dilemma Biome
voice to the rest of the party. Duck-like Kobolds
Montane
These meek creatures prefer to flee and are only violent when pushed to it. In
Rainy, verdant forests
1 spring and fall they gather berries and roots in the forests and catch fish in spring
If the party decides not to put on the ring and instead and summer. During the fall they will see the strife present in the village and
with douglas and red
has it identified first, tell them the following: firs.
attempt to give aid, however the villagers are stubborn and xenophobic.
Wolf-like Gnoll
This is a powerful cursed ring known to be the last These creatures move into the forests during summer, following migrating deer Alpine
magical object made by the Nature-Wizard of which they believe are holy and destined only for them. They are not openly hostile Dense, predominantly
2
to strangers, but will attack those who draw too close. As fall comes around the snowy conifer forests.
Hellenhock. It’s said he died creating it, haunted by his villagers will begin hunting the deer as well, which creates hostility between the two Summer melt.
greatest regret. He failed at keeping balance when he parties. If the party doesn’t step in they will destroy the village by winter.
was needed most. Those who have found it in the past Wicker Goblins
put on the ring only to be turned to stone. When they Broadleaf
Goblins wearing wicker baskets for armor and clothing led by a bugbear witch live
Deciduous forests.
proved to be unworthy of attuning to it their petrified form 3
in the woods. In spring and summer they stay well separated from the villagers, but
Humid summers,
turned to ash and the ring teleported away. It’s said that during the fall an illness takes hold in the village and the witch catches the blame. If
followed by cold
the party doesn’t intervene the village attacks the witch and kills her. By winter the
if you are worthy of it, the ring will grant you the wisdom. winters.
goblins and villagers all kill each other.

Blue Head Lizardfolk Dry Tundra


If the party chooses to identify the ring magically or Lizardfolk, with blue heads and green bodies, living in forest caves move out to the High desert. Sparser
using some form of knowledge check after it has been 4
surface during the summer after a catastrophic cave-in. Some attempt to trade and forest. Drought
put on you can tell the above as well. live in the village. By the fall, the village has formed positive connections with the resistant juniper and
lizards in the village. By winter a group will have killed the forest lizardfolk, and is ash trees. Dry rocky
beginning to target lizardfolk in the village. earth.
Bear-totem Orcs
Tree Savanna
“If you wish to be free of the curse of the season unending, take my In the spring, Orcs living in the woods begin to migrate away. They’re friendly and
Dry, dry grasslands.
will tell the party that fires are coming and that a newly settled village didn’t listen.
hand and travel my woods. You must learn the value of peace if you Sparse, sparse canopy.
5 Summer comes with huge forest fires that are barely contained by the villagers. In
Dense oaks and
wish to gain my power.” the fall, the party must defend that the fires were natural, or the villagers will attack
acacia. Defined by a
the Orcs when they return in the winter. The Orcs will be upset that the forests
fire season.
were not allowed to burn themselves clean.
If the party touches the statue or takes their hand they are
Snakemen/Undead
transported into the powerful ring, where the first party member Snakemen live peacefully in the wild, building in the trees. They very openly
Rainforest
resides. Incredibly damp and
celebrate a strange lunar deity. In the fall, undead creatures begin to march out of
warm. Marshy, dense
6 the woods and attack the village. The dead rose because the villagers turned a
canopy cover. Mossy
traveling group away, and when they died in the wild they rose again to seek
cypress, rubber, and
Before the party decides to go into the ring, or before they revenge. The village blames the snakemen and their strange religion. If the party
Kapok trees.
doesn’t intervene, the village will attack the forest snakemen.
finish traveling into the ring, allow the first person who put
it on to roll 1-2 six-sided dice or pick from the Biome and Montane Alpine Broadleaf Dry Tundra Tree Savanna Rainforest
Spring Cold/Rain Cold/Snow Cool/Melt Warm/Dry Warm/Dry Cool/Mist
Forest Dweller table. These two elements will define the Summer Warm/Dry Warm/Melt Warm/Humid Hot/Dry Hot/Fires Hot/Rain
world within the ring and the community challenge they will Fall Cold/Rain Cold/Snow Cold/Sleet Cool/Dry Cool/Rain Warm/Rain
have to work through. Winter Cold/Snow Cold/Blizzard Cold/Snow Cold/Dry Cold/Dry Cool/Rain
Montane Alpine Broadleaf Dry Tundra Tree Savanna Rainforest

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

dry mud fill with into vast marshlands


which runs deep, frozen lake here filled with fish. It which once flowed
back around to the other side, and if they walk horizontally all the and has fish which which clearly has freezes over in the with water, villagers
large watering here. Bugs, fish,
patches in the fall reptiles, and
way across, meeting the ring’s inhabitants, the tower’s door will open migrate upwards in fresh water and fish winter and melts in
the spring. running under it. again in the spring.
have tapped
aquifers here.
where animals amphibians alike fill
again. If the party goes through the door, they will be sent forwards graze. these waters.

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

There is a small There is a big built high on stilts.


itself has a large basements. There and open floor
see the changes, allow the party to jump around as they see fit. tavern here that
retaining wall to help
distillery here which
are multiple awnings plans. They have a
Villagers often make
offers a hearty stew provides cider to any huge communal rice
keep snow drift in town to provide big community
and sour ale. thirsty travelers. and fish frys.
controlled. more shade. center.
If the party makes it to the “end” of winter and the worst outcome for
Duck-like Kobold Wolf-like Gnoll Wicker Goblins Blue Lizardfolk Bear-totem Orcs Snakemen/Undead
the chosen world comes to pass, the tower is open and the Nature-
Wizard of Hellenhock stands before them. He demands the party These fields are
The farest edge of
The goblins reside
Lizardfolk earn When fires come the
The undead lumber
Farmland

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

Gnolls and their believed to be the fight the lizards still


can’t serve as a storage locker. The Nature-Wizard of Hellenhock bootstraps mindset
feelings regarding source of a rash of living in the forest,
blaming the orcs travelers just before
that urges them to before they’re even the party arrives.
can also provide guidance through the ring. never accept help
the migrating deer
and find the idea
illnesses in the fall &
they begin hunting
angry for not
wanting to work
finished putting out The xenophobia in
from others. the fire. the town is palpable.
backwards. goblins. together.

Writing & Layout by Lorel Drawmore


1-3 Tomb
4-5 Dining Room
6 Wunderkabern
1d3 Coffins
Infinity Tower The Tower stands like a
taunt to the world, Its
smooth, windowless
walls seeming to extend
up forever, its parapets
hidden in an eternal
1-3
Small (1d6)
1 Centipedes
Encounters
4-5
Medium (1d3)
Giant Bats
6
Large (1)
Gargoyle
Enchanted Weapon 17 bank of clouds.
17 2 Goblins Giant Crabs Ogre
1-3 Library The doors of the Tower
stand open, and dark. 3 Mediums* Crocodiles Owlbear
16
4-5 Counting Room 16 None who have entered 4 Giant Rats Ghouls Gelatinous Cube
have ever been seen to
6 Bed Chamber leave. 5 Skeletons Wood Golems Wyvern
1d6 Chests. Trap. 15 6 Stirges Harpies Unicorn
Puzzle Clue on wall
15 1-3 Sauna *Mediums each carry a lantern and dagger and know one
1-3 Cheese Works 14 spell. They maintain the tower, but don’t know what it does.
14 4-5 Organ Room
4-5 Scriptorium
6 Throne Room Doors Traps
6 Observatory
Large Monster 1 Oak, Free 1 20’ Pit
1d6 Small Monsters 13 1d6 Small Monsters
2 Oak, Stuck 2 10’ Pit with Spikes
1-3 Belfry 13 1-3 Brewery 3 Oak, Locked 3 Falling Block
12
4-5 Mural 4-5 Cheese Cellar 4 Portcullis, Heavy: 4 4 Sleeping Gas
12
6 Fountain 6 Bathhouse people to lift
5 Corrosive Gas
9 5 Portcullis, Locked
Trap. Puzzle Clue 10 1d3 Chests 6 Teleport, roll 3d6 for
11
8 6 Stone, Hidden location. Pick on 18
1-3 Sewer 9 11 1-3 Pantry
4-5 Bathhouse 7 4-5 Jail Cell Chests Coffins
Trap
6 Fighting Pit 6 Chapel 1 Pit Viper or Insect 1 Wraith or Grey Ooze
Swarm
1d3 Medium Monsters 1d3 Medium Monsters 2 Enchanted Weapon or
6 2 1d6x100gp Shield
1-3 Bedroom 8 5 10 Warp. When intruders 3 Rusty Key 3 1d3 Potions or Spell
cross this point, the
4-5 Gym contents of all upstairs (One Use) Scrolls
6 Beetle Farm rooms are silently reset. 4 1d3 Wheels of 4 Jewely Worth
Unicorn Cheese* 2d6x100gp
Empty 7 1-3 Hidden Stash
5 Puzzle Clue 5 2d6x100gp
1-3 Bunkroom 5 Trap 4-5 Armoury
4 6 1d3 Puzzle Tokens 6 1d6 Puzzle Tokens
4-5 Forge 6 Trap Reset Room
2 *If the eater is able to eat and keep down 1/6 of a wheel of the
6 Theatre 1d3 Chests glittery cheese, they will be able to teleport up to 360’ once.
1d6 Small Monsters and 6 1-3 Privy Jewelry
1d3 Chests 1 4-5 Furnace 1. Crown 6. Book 11. Bowl 16. Ring
3 6 Garden 2. Sceptre 7. Skull 12. Censer 17. Glasses
1-3 Torture Room 3 3. Mask 8. Bell 13. Beaker 18. Goblet
4-5 Laboratory Puzzle Clue on wall 4. Dagger 9. Candle 14. Dentures 19. Lantern
5. Robe 10. Reliquary 15. Glass Eye 20. Pottery
6 Tomb 4 1-3 Skullery
Large Monster & Coffin 4-5 Unicorn Dairy Puzzle Tokens and Clues
6 Bowling Alley Each Puzzle Token can only be found once.
The tower is constructed of seamless pale stone with no In order to activate the teleport pad, the tokens must be
windows. The exterior is seventy feet wide by a hundred long, 1 2 1d6 Small Monsters
placed in the sockets in the following order:
and it seems to extend infinitely into the sky and earth. The
corridors within are ten feet wide, constructed of pale, seamless Entrance. This door Teleportation Pad. A circle of sockets, each large 1. Yellow Bull 5. Red Mirror 9. Blue Fungus
stone. The scent of the place is a lingering rancidness of gamey continues to lead to enough to fit a puzzle stone, rings a complex sigil. 2. Red Lantern 6. Blue Wheat 10. Yellow Bat
milk. the outside until Once all twelve puzzle stones are in the correct 3. Blue Tree 7. Yellow Lion 11. Red Fan
intruders cross the place, the pad will activate. Anyone standing on 4. White Skull 8. White Heart 12. White Hand
The space inside is an infinite series of alternate versions of the Warp, at which point the pad will be instantly transported to any
same floor, randomly mutated. The first time each room is it connects to the location they can name. Doing so teleports the Puzzle Clues are scrolls which show three tokens in correct
entered, roll for its contents and type. corridor shown here. puzzle stones randomly throughout the tower. counter-clockwise order.
Created by Robin Gibson: www.MetalSnail.net. This work is released under a Creative Commons Attribution-ShareAlike 4.0 International license: https://creativecommons.org/licenses/by-sa/4.0/
The eye of the Desecrator A one page dungeon by Andrés Cuesta

2. A monk, locked in an statue of beautiful and muscular proportions has


a broken head and bloodied hands. Although it
iron cage, hangs from
cannot see, it can sense nearby presences and
the ceiling. His body
movements in contact with the ground. It will kill
humiliated and stripped
anyone he grabs.
of his robes, is watched
by several birds from 12. A large orc wearing a crown of golden
the outside. The monk branches sits atop the corpses of a horse and a
has a subjugation flea knight he defeated in a game of wits. The
on his nape and babbles knight's squire is chained like a dog. The orc is
gibberish. Removing willing to negotiate, gamble, or bribe the
the flea may kill him. adventurers to gain the power of the master
3. The broken statue of defiler.
a woman with hare legs 13. The desecrated treasures of the temple are
cries honey tears from being sold to unscrupulous organizations in the
her single eye. great city. The few treasures still pending study
4. There is no one in and appraisal are stored here.
this room, but the 14. The tombs of the saints are being studied
commotion of orcs by a pair of defilers assisted by the animated
playing in the room 10 corpse of a long-dead king and some bored orcs.
can be heard. One of the defilers holds the white, beautiful
5. A large hall with hand of a saint buried centuries ago in the
temple, contemplating the risk of cutting it off
tables, broken chairs,
for sale. The door to the south of the hall is
and charred corpses. In a bonfire consumed by
The defilers arrived at the temple with sweetness hidden behind an illusion that has escaped the
flames and hatred, the temple's guardian spirit
and deceit, and in a few days, they destroyed its keen eye of the defilers.
refuses to burn out. The room's temperature
defenses, desecrated its treasures, and unleashed
darkness. Imprisoned in the temple was a cursed
periodically rises to the point of conflagration, 15. On long tables, heavy shelves, and
then drops to freezing, as the spirit in the charred monstrous cages are distributed all kinds of
relic, the eye of the desecrator. By obtaining this
body succumbs to despair. The desecrators know materials and specimens for laboratory use. A
cursed ring, they gained the power to release the
of this phenomenon and have used it as a trap to man in armor drinks sullenly near the door. The
hellspores. These dark seeds grow in dead
kill a rival group master of the defilers has set up his laboratory
bodies, turning them into pale, pig-nosed orcs,
that serve the ring's bearer. With a malevolent 6. A skull with a candle sits on a small circular here, where he experiments with the spores
assisted by his apprentice and a group of orcs.
proclivity for trade and toying with forbidden table adorned with bas-reliefs of animals dying
things, the dark forces of the defilers and their The man in the chair is an ambitious fallen
and transforming into butterflies. The table can
spores present a threat to the great city and knight who has come to negotiate with the
be spun to animate the figures. The light of the
forces of Law. defiler.
candle allows to see through illusions. It burns
out in half an hour. The following rooms and the corridor that connect
1d6 Random Encounter
7. A pack of Wolfrabbits devours the remains of them are flooded up to the knees
1 1d4+2 Hellspore Orcs a defiler. They will launch quick and lethal 16. A statue of a minor goddess holding an
2 2d4 Wolfrabbits guerrilla attacks on all temple invaders. amphora from which blood seems to ooze.
3 2 Defilers accompanying a group of 8. In the floor of this room there´s a trail of 17. A desecrator eagerly removes small
smugglers from the big city. blood and an arm from which a tumor seems to emeralds embedded in a mosaic.
be growing. The hand, belonged to the defiler in
4 Big enraged statue´s head. This is the head
of the god´s statue in room 11. If
room 7, it wears a ring of regeneration. 18. This inner shrine has been converted into a
dungeon. A motley group of prisoners brought
destroyed it will slowly self-repair. 9. A small library with a table. Only a few scrolls by the orcs from nearby villages and roads is held
5 Prisoner on the run chased by 1d3 protected by seals remain. The defilers plan to in this hall. Watched over by the blind eyes of a
sell them to a wealthy witch from the east. goddess whose sapphire eyes were stolen by a
6 Giant butterfly. Drains the time of
his victims, aging them to dust. 10. In this hall, a group of orcs are gambling defiler. Many have succumbed to madness.
with “dream wine”. Those who fall asleep from 19. Orcs standing guard. The door is locked
the wine's narcotic effects are devoured by the
1. This hall is the temple's main entrance. The others before they can experience the prophetic
with a heavy padlock. A hole in the mouth of a
relief besides the door allows communication to
dirty and blood-stained walls are a testament to dreams of the sacred wine. the inside. One of the orcs has learned to imitate
recent horrors. Near the entrance, a broken
statue of a fat man sitting holds a cluster of 11. The doors are magically sealed. The enraged an uncanny yet perfectly maternal voice. The orc
whispers messages to the prisoners, tormenting
grapes. A hive of furious bees grows inside the statue of a god is imprisoned in this room filled
them with promises of help that never comes.
broken belly of the statue. with sand and broken ceramic. The marble

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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.

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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.
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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.

Study. Bedroll, table, cabinet.


Occult Telescope on the table
(gaze upon the stars to learn a new Mudroom. d6+2 subterranean
spell each night).
hogs root around stalks of corn
and thick earth.
Dead Wizard. Emaciated corpse,
Twin Statues. Twins embraced
next to tools: shovel, hammer, axe, in stone and inscribed “Make us
etc. A scorpion twitches on his face.
laugh, make us cry.” If told such
stories, animate as hirelings for
the party.
Center. Large orrery with 8
crystalline planets and a luminous Crab. Grand crab paintings,
sun. A large gear crank below the
lifelike. Golden orb on a
sun. Missing a gear. Each turn of Constellation Map. Enormous pedestal. If taken, a crab claw
the wheel advances time by a day. star map on a table, stacked with will animate and smash the thief.
Each planet is a different gem and
books. The Sun Lion slumbers
contains a Magic Essence here, guardian of knowledge.
(consume to regain spells). Created by Colin Lawler, 2024.
The Gear is lying on the table.
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Cher’s and Back Again
By Mark Ezra Stokes

“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…”

Cubicle Items (Roll once):


1-photo of you with a shih tzu 4-phone charger
2-desk calendar with inspiring quotes 5-breath mints
3-a cologne sample 6-love poem

Six cubicles surround yours. Choose your wingpersons wisely.

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.”

Zoo animal encounter (Roll once every five minutes):


1-lion 4-boa constrictor
2-rhino 5-howler monkey
3-wildebeest 6-giraffe

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.”

Shelly’s initial response (Roll once):


1-”I have a boyfriend.” 4-”I can’t think about that with this crowd swarming me.”
2-”Have we met?” 5-”Do you know how to fix a broken coffee maker?”
3-”Let’s be friends.” 6-”I’d love to go out with you.”

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.

Unfortunately… (Roll once):


1-a delivery truck hits you 4-traffic is moving too quickly for you to safely cross
2-a gaboon viper strikes your ankle 5-the power goes out in your part of town
3-you fall into an open manhole 6-you get a text that your great-uncle died

“In the office, the clock on the far wall reads 1:00. The meeting begins. LeeAnn looks up at the door and…”

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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.
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[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.

#burgermaster #tenderizer #flavorbombs

From beneath the meat-processing


facility, PIZZA RAT, the eldest of the
demons, administrates a cyber-network
taking orders and delivering them via The meal is delivered and consumed,
the Baronʼs trademarked biplane drone and the victim enters a food coma as a
fleet. Moving effortlessly through cyber- munchy spirit begins to gestate inside
space, he infiltrates video games and them. JESTER, the flavor mage, then
simex programs, planting a fiendishly silently infiltrates the premises and
catchy theme song into his victimsʼ conjures this revolting, meaty serpent
brains that compels them to eat. forth from the bowels of its host.

#keytaser #earworm #biplanedrone #fryonics #greasetrap #cronenberg

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.

https://creativecommons.org/licenses/by-sa/4.0/ Copyright ©2024 Owen OʼConnell. Art by Duamn Figueroa Rassol.


By Stephen Couchman / Pseudothanatos Press
Derelict Rat-Fane of the Maggot Fairy, Ashcan Edition For the One Page Dungeon Contest 2024 | https://creativecommons.org/licenses/by-sa/4.0/
Rumors | 1 - Ancients who lived here worshipped a god of prosperity, “rich temples” never discovered. | 2 - Dwarf prospector in the hills overworks the
villagers, but since trade broke down he’s the only source of coin. | 3 - Drunken friar claimed he was attacked on the road, morning after naught found
but bones “so old, grown through with weeds”. | 4 - Merchants & pilgrims so bedeviled on local roads they’ve changed to a different pass, town & abbey
are suffering. | 5 - Sir Jeoffrey (only armsman) rode out to search for lost villagers months ago, not seen since, charger Adelo found dead off road. | 6 -
Dwarf Eegri buys no supplies in town anymore [dead], workers trudge “to his camp” & stagger back w/ [small handfuls of ancient] coin, unless they don’t
[worked to death, now skeletons]. || Yvais’s wife = Mela, ruby bracelet w/ 1x 20gp gem per PC. | “Abbot” (Friar) = Xacobe, 1x Potion of Healing.
Oracular temple of ancient rat-god cult, statues depict crowned plump humanoid rat, wall carvings show rats rewarding worshippers w/ wealth, luck,
surviving disease Now filthy, swarming flies, used candle stumps, puddles of maggots, dead bits of vine, haunted by whispers/echoes of prayers,
squeaks, screams. Strewn w/ clothes and goods stripped from dozens of pilgrim/trader victims. Charmed townsfolk when encountered labor insensate.
Ankle-deep maggots. 5 corpses in pit Floor = maggoty compost. Glowing fungus for 2d4 vine-bound skeletons lie inert around the room.
being “cleaned” + food scraps, leather. | unholy grow-light. Cleaned skeletons bound A charmed townsfolk carries a gold offering bowl
Trap - Deeper basin in center, trip and to pillars by vines. | Strangle Creeper - trunk (25gp) containing 13 cursed giant fly eggs, placing
take bug swarm damage 1d4/round. AC6 [13], 25 hp; 8x vines (4x occupied) AC5 eggs in sk. mouths. 1d3 already tended to, rise in 1T |
[14], 2hp, 1x grab +5 (immoble & 1d4/R, Lair of Sir Jeoffrey (see Wandering Monsters).
SURFACE ENTRANCE is worked Doors check to free), surprise 4:6, 500xp
unfinished fissure/doorway, concealed Rat cult inner temple. Carvings of
by plants. Shovel & bucket on landing. transformation, spying, thieving,
spreading plague. Deep maggots, 1:6
Filled with religious paraphernalia – rat chance ea 10x10 = Giant Maggot
temple goods + captured habits, books, Swarm AC7 [12], 1HD, 1x Swarm
& 2x deco’d alms boxes (13gp). 1x T
(1d2), ML11, 10xp | 1d3+1 Robber Fly
bottle holy water, 1x silver holy symbol, | Lair of The Maggot Fairy AC8, 3HD,
1x wooden holy symbol, 1x Potion of 1x Gaze (charm 1/day) or 1x touch +2
Healing, items value 100gp. (1d4 CHA), ML10, summon &
Trap - vine, surprise 4:6 (bind, 1d4/R), command robber flies, skeletons, &
Doors check to free, AC 7, 2hp, 5xp | charmed humans, scry through flies
Shrieker 6hp, shriek d3R, WM 3:6 and maggots at will, 500xp | Treasure
Type C under maggots = 6Kcp+ 4Ksp +
Shrine. “Jolly Fat Rat King” soapstone 2x 50gp gems + 2x 35gp jewels + 1x
idol (125gp). Travelers’ belongings in [ Map by Dyson Logos ] slivered short sword & 1 Potion of
piles of clothes, gear, trade goods, Gaseous Form, hoard value 630gp
armor, weapons, items value 100gp. Altar coffer w/ effigy of painfully transforming wererat | Trap - 1d3x
spearpoints (1d6) out of floor when lid disturbed | Treasure Type B in
2d4 Vine-twined skeletons w/ scavenged arms & armor. coffer = 3Ksp + 2Kgp & 1 Prot. Scroll:Lycanthropes, hoard value 2300gp.
Devotional statue of The Rat-King. More sinister and domineering pose than outer shrine idol. Brass. Trap - Statue is articulated, spinning strike w/
claws, poison (1:6 to still be effective). | Treasure - hidden under tongue in statue mouth, Ring of the Rat-King = cursed magic ring, wearer into
Wererat AC7 [12], 3HD, 1 bite +2 (1d4) or wpn, surprise 4:6, normal dam. imm’y, speech OK as beast, summon d2 giant rats in d4R, infect @ half hp.
Wandering Monsters | 1 - Whispers of the past | 2 - Fly swarms / giant maggots | 3 - 1d3 Robber Fly AC6 [13], 2HD, 1 bite +1 (1d8), ML8, surprise 4:6,
20xp | 4 - 1d6 Skeleton AC7 [12], 1HD, 1 wpn +0 (1d6), ML12, undead, 10xp | 5 - Sir Jeoffrey of Faladis, charmed human fighter AC2 [17], 2HD, 1
lance (1d6) or 1 sword (1d8) +2, charge 60’ for x2 lance dam. on maggot-heap “warhorse Adelo” AC5 [14], 2HD, swarm (save or 2hp from proximity),
total 50xp | 6 - (1d4:) Yeoman Ardwight / Herbalist Gretzza / Ostler Yvais / boy Oskar, charmed Faladis townsfolk AC 9, 1HD, 1 fist +0 (1hp), 5xp. ~♦~
Boiling Samsāra
A complex mountainous hive of corrupt phoenix-kin,
constructed creatures that regenerate in cleansing
flame--only now, the cycles of rebirth have become
twisted and corrupt, and the maddened firebird-
creatures grow more unnatural and hostile with each
regeneration.

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?

The Phoenogryphon is the originator of


the firebirds’ curse. Once a wise and prudent
sorcerer, the ages have sent him in desperate
search for novelty. In pursuit of it, he
unleashed a mimetic virus upon his kin–to
be forced to change eternally with each
death, instead of returning as perpetual
forces.

This mountain refuge was built upon a natural source of


geothermic energy. The water pumps throughout the
complex, providing the massive inner axis with power to
spin, changing the pathways inside the central shaft.
The Phoenix
Blademaster In the Control Rooms, there are three torches placed on
the wall. If all three are lit, the great hydraulic gears of this
Waiting inside the room, trapped within the flow of fortress will begin to turn with a grinding, churning hiss,
water, unable to regenerate, is the Phoenix moving the central shaft.
Blademaster. However, the corruption has already
entrapped him. While the Charnel Pit is flooded, he
cannot cleanly regenerate. If the torches are lit from left to right, it will move one
The Blademaster will use the essence of flame within to doorway clockwise. If lit right to left, it will do the same
form a powerful aura around himself, searing anyone in counter-clockwise. Once the rotation is complete, all three
the vicinity. The only way to stop this attack is to torches will flare red and die, allowing for another input. If
summon the flood of water again and quench the the middle torch is lit first, it will fizzle out and nothing will
Blademaster's fury, making him vulnerable to damage. happen.
Luckily, the spigot in the roof is activated by a handy
switch.
Currently, the pathway across the central shaft
leads to the control room on the first floor. The
The Firebirds’ Curse doorway which leads to the next level is covered
by a scalding waterfall from the next level up. It
The phoenixes cannot regenerate properly is impassable unless the flow of water is stopped
outside of their enchanted charnel pits—if slain above.
elsewhere, they will return in 3d6 x 10 seconds
with an additional mutation. Only the The water is ultimately issuing from a large
purifying heat of the Charnel Pits will burn resevoir on the highest level, pumped up
out the corruption and allow them to return to through the central axis, and then down through
their true benevolent nature. the lair of the Phoenix Blademaster. The
switch in the resevoir room controls the
Each phoenix starts with a mutation. In duress, phoenixes may direction the water will go–if turned the other
slay themselves or each other in order to grow more corrupt way, water will instead flood the resevoir room.
and powerful. Each one attacks as a wolf, with flight and
appropriate burn effects.
A seldom-used feature of the hydraulic controls,
primarily designed for system maintenance.
Firebird Mutations: 1d8
[1] Brass-tipped feathers (non-magical damage resistance).
[2] Teleports in line of sight in a burst of blinding smoke. In the open grotto at the foot of the
mountain is a lush garden shaded by a
[3] Shrieks are disorienting and deafening. cavernous wall of earth. In among the
[4] A twisted, clawed additional limb (+1 attack). gardens are three Charnel Pits. A
phoenix killed within one will be able to
[5] Beak and claws glow green and phase through armour. cleanly regenerate.
[6] Primary feathers shoot out as poison darts.
[7] Additional eyes, detachable and illusion-piercing. Currently there are 2d4 Corrupt
[8] Too many wings. Flight speed doubled, harder to hit. https://creativecommons.org/licenses/by-sa/4.0/ Firebirds patrolling the grotto.
The Marbled Wizard’s Four Books
Herr Zinnling & Gilbert Heckmann, July 2024
http://creativecommons.org/licenses/by-sa/4.0

1 You stepped into a magical trap and were


teleported into a circular room with a diameter
of 5 meters. There are paintings on the walls
with references to water, fire, earth and air.
The door to room 8 is locked.

In the centre stands a marble statue of a wizard. At its feet


it says (written backwards and in Greek): Bring me 4 books, one
for each element, to convert stone to gold. Set me free.

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 A 3×3 m room. A human sized bug sits


on a pile of corroded metal.

To your surprise it starts to talk,

7 5 quoting Greek philosophers and making


jokes about his exoskeleton and your

4 armour. You cannot be sure if it un-


derstands what it is saying or is ran-
domly reciting texts like a parrot or
ChatGPT.
6 All it is really interested in is to
3 devour all the metal parts you carry
with you. It is quite a beast.

8 1 2 Try to negotiate.
A cosmic ride to the end of all things. .1 .3 East Hilt

Made with <3 by Luca Barboni | Released under https://creativecommons.org/licenses/by-sa/4.0/


Once nicked by an asteroid, revealed rich
The Cosmic Godlike entity Zephirax, once enraged, has

.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.

.1 Pommel Megalopolis Desert Riders: constant danger.

.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

4 6 2 drapes over the cliff edge to the structure below, no


doubt left by other treasure seekers.
6

7 The four spirals around the page are a cross-section of the


dungeon. The start is at the top of the spiral, and since it spins,
2
the floor is constantly moving beneath the party's feet. Each
3
room emerges from the water ahead and falls away as a drop-off
behind. With each full circle of the dungeon, the party descends
a floor closer to the center. The spiral scoops water from the
river and expunges it through a pipe in the middle of the spiral.
This dungeon design is based on a "Wirtz Pump", it is worth
looking up an example video to see the movement in action.

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

Makeshift barricades, fishing traps, and


6 spikes emerge from the water 7

•A gecko-toad lookout watches for threats


as another collects the caught fish
•If the party is spotted, the gecko-toads will
1 5 8 7 3 2 6 8 4
retreat into the water to warn the village
•The fishing traps contain some treasure
from the river, hinting at what might be to
5
come
4
1
created by Brian McDonald

https: //creativecommons. org/licenses/by­sa/4. 0/


B – Snake Chamber. Descending steps lead down from
the doors, into the chamber which has a lower floor.
That floor is writhing, filled with 1d6 + 2 swarms of
snakes.

C – Servants’ Crypts. Four mummified corpses lie in four


plain sarcophagi. When someone enters the room, 4
ghosts will rise, seeking to posses anyone in the room.
The ghosts will only attack, if they are attacked. They
will then descend down to area K, so pray around
Chrysopoeia’s sarcophagus. They will do this with or
without a host, and will not be mindful to any traps or
hazards they come across.

D – Mummification Room. A stone preparation slab


stands in the middle of this room, along with metal tools,
strips of linen and bottles of oil.

E – Storage Room. A mostly empty storage room, with


some crumbling wood racks and masonry tools.

F – False Treasure Room. There appears to be a stone


altar displaying treasures (gems, magical items etc) and
large vases filled with coins. However, the gems are
glass, the items mundane and the coins are wooden with
gold paint. All treasure is fake. 50% chance of 1d4 + 4
zombies posing as normal corpses, 25% chance of a
mimic disguised in the room, 25% chance of no monster.

G – Guardian Room. 8 mummies are positioned in


alcoves along the walls. They do not attack anyone with
the holy symbol of Osiris, or anyone accompanying them.

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.

Suddenly, dark clones of yourself appear in the


room. They attack you. But every time you kill them,
they just split in two half size versions of themselves
and continue attacking you.

When you die, you wake up in the same room and


they attack you again and again and again and again.

The only way out... is throwing yourself through the


hole in the center of the room.

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.

4. THE LOST WANDER


UP HERE.
YOU’VE FEASTED ON FLESH YET.... YOU WOKE
the room, you see stairs going
You stand in an empty circular room. Across
abyss in the center of the
down, deeper into the dungeon, and can see the
room, painted in the blackest of black

into seemingly infinite


As you walk the stairs, they start rearranging
h always seeming to lead
patterns., never letting you descend lower, althoug
farther down in the dungeon.

Or jump into the abyss. The full


The only way out... Is for you to kill each other.
circle is complete only in death.

And then... you start over, in the first room.

2024, licensed under


Produced by HowMightWePlay.itch.io for One Page Dungeon
nal (CC BY-SA 4.0):
Creative Commons Attribution-ShareAlike 4.0 Internatio
https://creativecommons.org/licenses/by-sa/4.0/

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

Admission Random Parkgoers


Lazy River 1. Class trip
2. Vacationing family
3. Thrill-seeking friends
4. Retirees
By Brian Escobar CC BY-SA 4.0 https://creativecommons.org/licenses/by-sa/4.0/
THE ABSORBING EYE, for level 2-3, by Patrick Dolan

An underground gnomish manor recently rediscovered. The


last known of home of the Absorbing Eye, a famous, reputedly
magical, ruby, it’s attracted treasure hunters from the surface
and underground. All would kill for the ruby. In truth, there is no
ruby but a pair of garnets which unlock a magical treasure.

Random Monsters. 1 in 6 chance every turn, roll 1d6:


1 - 2-5 kobolds (rm 6) 4 - 3-8 giant rats (rm 4)
2 - 2-5 troglodytes (rm 8) 5 - 1-2 shriekers
3 - 1-2 gnomes (rm 5) 6 - 1-3 gas spores

1. Entrance. (See rm 2) Door ahead has handle but can open in


or out. If pulled, door falls (1d10, save avoids). Pressure plates
in diagonal passages (3 in 6 to release 2 spear traps, +4, 1d6).

2. Guard Room. 2 kobolds (AC 12, HD ½, hp 3, D 1-6, MV 6, AL


LE). Movable planks in door allow javelin fire. Guards will go
down trap door, emerge in east corridor and retreat to room 6. Narrow corridors = 5 ft. Wide corridors = 10 ft.

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

Evolution Effects / Random NPC Traits

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

This work is licensed under CC BY-SA 4.0 (https://creativecommons.org/licenses/by-sa/4.0/).


Salthamuz the Lapidarist discovered that magical objects can be smashed together at high speeds with strange results. They began colliding IOUN Stones -

LARGE IOUN COLLIDER


mystical gems that orbit around a users head and provide special boons- to see what might happen. The Large IOUN Collider has been abandoned for decades.
Perhaps treasures are left behind? Or perhaps someone might claim the collider as their own and pick up where Salthamuz left off...
1) Entrance Hall: Relief carvings of Salthamuz bedecked in jewels and IOUN stones. 2-in-6 chance Flame Hound and Salt Crab are fighting whenever entered.
2)Collision Chambers: Objects loaded in special glass spheres are fired through the ring at high speed and collide. Results are returned for collection.
3)Welcome Chamber: Three bulky gilded couches each worth 3d20 gold coins to collectors. d4 Pixies attend houseplants but flee through air ducts.
4)Yellow lab: Formula for Lantern Stones; shed light as a lantern and can be recharged by the sun when depleted. 2d6 samples of yellow gems (Citrine,
Heliodor, topaz…) worth 3d10 gold coins each.
5)Meeting Room: Wooden table and 8 chairs. Hidden compartment in table has slots for IOUN keys. One key there: (d6 Red, Blue, Green, Yellow, Cyan, Magenta)
6)Observation Lab, West: Observe the IOUN collision ring from here through a thick glass wall.
7)Gallery: Art collection of 12 bulky, delicate paintings. Each worth 2d100 gold coins. 2D6 are damaged and worth only 25%. A large portrait of Salthamuz
features a seven coloured amulet, and a mosaic of the same symbol is on the floor. Stepping on it with a White IOUN key teleports the wearer to Area 10.
8)Quartz Vein: Crystal studded walls, can be used as an IOUN base. Collect 1d6 quartz per day. Quartz may
Replace a gem of any colour in a formula. Terbis -an ornery Earth Elemental- Will trade one perfect
The Collider
crystal per day for 500 gold coins worth of gems. Perfect Quartz: +25 to d100 collider roll. Collide two or more objects
9)Green Vault: Serene indoor park; Grass floor, vaulted blue sky ceiling, willow tree. Sly Queen and roll a d100:
Syllia and 3d6 Pixies flit around. Will trade Green Amber for favours. Dream Stone formula 1: All Objects destroyed.
Scratched in tree bark; 5% chance that melee attacker must save or fall asleep. 2-25: One object destroyed.
10)Private Quarters: Large bed, writing desk, and commode with a portal to Limbo. Notes 26-89: IOUN stone created!
explain how the collider operates, IOUN Keys opening matching doors, and experiments in 90-99: Powerful IOUN stone created!
the Yellow, Cyan, and Magenta labs. Assorted gems worth 1000 gold coins scattered about. 100: Extremely powerful IOUN stone created!
Prismatic Vest: Sparkling rhinestone vest hangs on a dressing dummy. Place a coloured Magical Feedback: Collider builds up magical residue with use,
gemstone in the breast pocket and it will absorb elemental energy(Red = Fire, etc). increases the chance of explosion by 5%. Flushing system reduces
Higher quality gems improve the effect. The gemstone is consumed in the process. the chance by 5% every 24 hours. If the magical feedback triggers,
11) Red Vault: 2d8 Flame Hounds stand guard against water elementals. They will objects are destroyed and an explosion happens in a random room
summon Ignis -a fickle Fire Elemental- from the inner vault for parley. The vault (drop a die on the map and choose the closest room). If 3 or more
items are collided increase the chance by 1% per item beyond 2.
door glows red. Inside is unbearably hot without protection. Pools of molten lava
cover the floor. Ignis wants to destroy the water elementals and offers to restore IOUN Formulae developed by Salthamuz
the portal to the plane of fire that powers the collider. Will trade glowing red IOUN Keys: Red, Green, and Blue; Matching colour gem and reagent.
Elemental coals for expensive flammable objects. Ember Stone formula in heatproof Yellow: Red + Green Key. Magenta: Red + Blue Key.
Cyan: Green + Blue Key. White: Yellow + Magenta + Cyan Key.
safe; fling flammable embers at targets within 30 feet.
Lantern Stone: Red IOUN + Green IOUN.
12)Observation Lab, East: A second observation lab, as area 6. Beam Stone: Red IOUN + Blue IOUN.
13)Lab Stores: Storage room of lab equipment. Racks of glass spheres for collider. Hover Stone: Blue IOUN + Green IOUN.
14)Magenta Lab: Formula for Beam Stones; shoot cutting laser beam up to 50 feet. 2D6 Dream Stone: Green Gem + Plant Reagent.
samples of magenta gems (Amethyst, Spinel, Purple Opal…) worth 3d10 gold each. Ember Stone: Red Gem + Fire Reagent.
15)Mess Hall: Break room and common area for workers with safety gear storage. Gill Stone: Blue Gem + Water Reagent.
16)Common Lab: Set up for other magical research; potions, spells, etc. Amulet/Mosaic from area 7:
17)Cyan Lab: Formula for Hover Stones; wearer can hover at will. 2D6 samples (Additive colour model)
of cyan gems (Sapphire, Aquamarine, Turquoise…) worth 3d10 gold coins each.
18)Blue Vault: 2d8 Salt Crabs watching for flame hounds, but will summon
Rivule, a stoic Water Elemental, from the inner vault. The door is covered in
thick ice and it is bitterly cold inside without protection. Ice pans float on
the knee high water. Rivule wants help defeating Ignis and offers to restore the

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.

life is just a party,, SCENE EXPOSITION


and parties weren t Donning your finest fineries, you enter the ballroom of the
meant to last - Prince Court of the Monarch. The Queen’s parties are world

THREE S FOR REST


renowned and your presence feels like a dream. The party
is full of fascinating characters and spectacles to witness.
Your only task tonight is to make it one to remember.
RULE ARTING
(Feel free to embellish to taste)
Anyone dies or
leaves the setting BUTTERFLY SHIFTS (roll D6 at each restart for each PC, reroll on repeat)
1 You taste everything that you touch with your feet
2 You can sense a new spectrum of light
EACH You touch
the queen 3 Your saliva is poisonous
TIME
THE 4 You grow translucent wings that don’t work if cold
SCENE The clock strikes 5 You cannot eat solid foods
STARTS midnight (1hr timer) 6 You can now lift 50x your own weight
AGAIN JUST
If all shifts are acquired, Player is now ^ a butterfly

ALTERATION SUGGESTIONS (but not limited to)


1 The Ballroom is covered in bright and beautiful flowers
ROLL a
2 The community punch is poisoned
butterfly shift 3 All the revelers are human-sized insects
FOR each PC,
4 One of the guests is now an assassin
They gain
that ability 5 The queen is overcome by lust for one of the PC’s
6 An unhung pinata sits in the corner of the ballroom, forgotten
THE GM ADdS an
ALTERATION
to the next scene Tips
Remember to tie the alteration to an action by a PC last scene.
and secretly ties
Next scenes won’t include alterations if the PC didn’t do the action.
it to a player’s
mundane action Alterations may get out of hand quickly, so use index cards to
made in the maintain Actions and their tied Alterations to keep track.
last scene

REESTABLISH THE NEW


THe ? Figure out what stops the party from repeating. This can

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)

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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

2x spell scroll (1st level). Contains a Tome of Necromancy


(3 Spells; GM Choice) + Figurine Grants Fire Resistance
Bullywug Shaman of Wondrous Power (Ebony Fly)
5th lvl spellcaster (Priest) Dominate Person (1/L.Rest)
Stays near the chief. Royal Tomb Gate Grants Flight for 10min.(1/day)
Knows about the old chiefs’ murder. Nearly impossible
Bullywug Grunts to lockpick Other Treasure :
Knows about the “Shadow” below. 10d100 GP
Treasure: Various magical ingredients, 4d4 x Party Size or,
basic alchemical equipment, 3xPotion 6d6 x Party Size (hard) B gems, art
of Healing, 2xPotion of Fire Breath, take care of menial
3xPotion of Resistance (Fire), 1xPotion
tasks around the camp

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

If the party chooses to cooperate, even an alliance might be


formed (but only to serve the dragons goals of establishing its’ rule).
Lair Actions
At combat start, 3 Fire Snakes crawl out of the lava pools to 5 FT
join the wyrm. On each subsequent turn, the lair can either:
Spawn 2 additional Fire Snakes from any pool (Recharge 5-6)
or spawn 3 Fire Snakes or 1 Salamander (Recharge 5-6) (hard)
Erupt volcanic gases (20ft radius cloud, causing poison on Stairs
DC13 Const and light obscuration ) from any tile of difficult terrain.
Standing Stones hit by any fire spell/fire breath absorb it and release = Up/Down
it as a 5 ft. explosion centered on them on the subsequent lair turn. (by 10 FT)
Rebirthing the Phoenix. If the wyrm is defeated, than the egg can be bathed = Climbable
Terrain = Thin Wall
in the fiends boiling blood within the central cauldron. The incubating phoenix can inherit (Breakable)
one ability, talent, spell, or skill from each party member. Once hatched he will reward each
member with a new set of feathers, with similar powers, but reusable 1/day (except for resur- = Space of 5 FT = Difficult = Impassable
Terrain
Cave
rection). The Phoenix may become a recurring character in the game, if he leaves on good Terrain = Entrance
terms with the party. Leaving through the portal, the party arrives now at the temple entrance.
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Escape Everdale Castle By TJ Niedzwiecki

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.

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Lina (16), Hendrik (14) and Joaquin (12) July 2024
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The Ringbahn/ The endless trainride


1) “Gesundbrunnen”: The train stops after a while, then you hear a voice: “Welcome aboard the
Ringbahn. Leave the train immediately. The train will come back to pick you up when you're done.
We wish you good luck.”. The voice seems scary, but you still get out. After blinking once find
yourself in a pond. You notice spiders coming out of holes in the floor. A spider bite makes you
stop breathing for a few seconds. The spiders get out faster every second and you get bitten
more and more. Your only way out is up or else you’ll suffocate. You must try to climb all the
50 meters up. Luckily some bricks have fallen out so you can use the holes for climbing. The
only problem: the spiders can climb too! Once you’ve gotten out, the train magically appears in
front of you and you continue the ride!

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?

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