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Shots in The Dark 1

The party is tasked with investigating strange spores emerging from the sewers beneath Weaver's Row. Exploring the tunnels, they discover a hideout of spore-addicted peasants and the source of the spores - a shrine to the god Gede containing pipes pumping infected water. After dealing with threats like oozes and crazed addicts, they locate the control room and must decide how to stop the flow of contaminated water.

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100% found this document useful (10 votes)
8K views68 pages

Shots in The Dark 1

The party is tasked with investigating strange spores emerging from the sewers beneath Weaver's Row. Exploring the tunnels, they discover a hideout of spore-addicted peasants and the source of the spores - a shrine to the god Gede containing pipes pumping infected water. After dealing with threats like oozes and crazed addicts, they locate the control room and must decide how to stop the flow of contaminated water.

Uploaded by

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Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
You are on page 1/ 68

February 2024 Issue #1

1
Reading Adventures
DUNGEON KEYS CHANCE EVENTS
Denote rooms or general info. To save on space and keep these
Content beneath headers can be dungeons sleek, some shorthand
immediately shared with players notation for general concepts is
and may contain bolded keywords. necessary.
• Bullet Points. These provide A notation of x:6 means there is a x
further details on elements of the in 6 chance of something
room that require specific happening. For example: 2:6 means
investigation or interaction by the you roll a d6, and on a 1 or 2 the
player characters. event occurs.
▶ Sub-Bullets. Offer more details,
especially extra info revealed RANDOM ENCOUNTERS
once the conditions of the To check for Random Encounters,
above bullet point have been roll 1d6. On a 1 there’s an encounter!
satisfied. You’ll check every 1 to 3 crawling
rounds (1 turn for each player, or 10
PAGE REFERENCES minutes in other old school games).
Monsters, treasures and spells are
usually from the Shadowdark rules, INTEGRATING ADVENTURES
though some are detailed within Some of the adventures included in
this document instead. The this collection offer hooks or
designation (SD 101) means it can rumors that a GM may use to
be found on page 101 of the integrate the adventure into their
Shadowdark Rulebook, whereas campaign.
(p. 10) means it can be found on
The rumors on the tables may be
page 10 of Shots in the Dark.
marked as (T)rue, (F)alse, or
(P)artially true.
Shots in the Dark
One-Shot Adventures compatible with
Shadowdark RPG - Issue #1

PROJECT LEAD
Sarah Angell

EDITOR
Connor Ludovissy

LAYOUT
Sarah Angell, Samantha O’Brien, Frey Bugbee,
Charlie Sloper

ART
John Bilodeau, Cameron Maas, Sarah Angell

FONTS
JSL Blackletter font © 2023 Jeffrey S. Lee.
Montserrat font family © 2023 Julieta
Ulanovsky, Sol Matas, Juan Pablo del Peral,
Jacques Le Bailly. The Fell Types are digitally
reproduced by Igino Marini. www.iginomarini.
com

ASSETS & TEMPLATES


Shadowdark Layout Assets by Arcanum Game
Studio (https://arcanum-rpg-studio.itch.io/)

LEGAL
Shots in the Dark is an independent product
published under the Shadowdark RPG Third-
Party License and is not affiliated with The
Arcane Library, LLC. Shadowdark RPG © 2023
The Arcane Library, LLC.
Contents
Introduction 2
Spores from the Undercity Level 1 3

Flooded Crypt of the Necromancer Level 1 7

The Rotting Gardens of Rafflesia Level 1-2 11

Ill-Gotten Gains Level 1-2 13

The Doom of Cear Ferros Level 1-2 17

The Mines of Gloomwind Ravine Level 2 21

The Monster under the Tower Level 2 25

Vault of the Once Great Thief Level 1-3 27

The Forgotten Isle of the Hydra Cult Level 1-3 31

The Blackbridge Labyrinth Level 1-3 35

The Tarwell Level 1-3 39

The Scorchard Level 2-3 41

Thrice Sealed Level 3 43

Warrens of the Deepwood King Level 3 45

Elemental Mistakes Level 3-5 49

Frozen Tomb of the Nameless One Level 3-5 53

Terror of the Demon Cyst Level 5 55

The Word-Eating Wyrm Level 6 59

1
Introduction
Ever since the days in which plunge you and your friends into
humans first sat around campfires, the Darkness Below. That darkness
we have always had to keep one hides all manner of terrifying
eye on the darkness. We fear the creatures, dangerous traps, and
unknown. We fear that which may strange phenomena. But it also
be lurking in the dark. We tend to hides treasure and secrets that
forget this as we get older. We do could never be found in the safety
not have to contend with wolves of the outside world.
and bears, and after childhood, we Shots in the Dark features 18
do not worry that there might be adventures designed for old-school
boogeymen under our beds. We role-playing. These adventures are
live in an age of electric lights and compatible with ShadowDark RPG
sturdy walls. Even so, we know by Kelsey Dionne, but may also be
better than to stray into those dark adapted for other RPGs. Each
places in our world alone. adventure is intended to be played
Since the first role-playing games in a single two-to-four hour session.
were played around kitchen tables, Your experience may vary. Players
many of us have sought to are unpredictable, after all, and if
recapture that feeling of the their imaginations take them to
unknown. That deep and stranger places, then bon voyage.
unknowable danger that may only We hope you enjoy our collection!
be found in the darkest of places. Keep your swords sharp and your
What you will find here is a wits sharper.
collection of adventures ready to
- Connor Ludovissy, Editor

2
Spores from the Undercity
A level 1 adventure by Brynjar Már Pálsson

Mind–numbing spores are seeping out of every drain along Weaver’s


Row. The city council has issued a quarantine for the whole street. Guard
Cpt. Samuel Hapstrum has already sent over a dozen guards into the
fetid sewers, but none have returned. A reward awaits any brave citizens
who venture below and put a stop to these spores!

RANDOM ENCOUNTERS Aquavita Basin


2d6 Details A large, oval ceramic bowl with
2 A gray ooze drips overhead tripod legs. Water poured into this
3-6 1d6 starving giant rats bowl is purified and tastes like
7-10 1d4 crazed peasant addicts weak spirits and flower petals.
Drinking from it grants a Luck
11-12 A lost and confused guard
Token the first time each day.
Risky. Check for encounters every 2 Requires 2 inventory slots to carry.
crawling rounds.
3
1: TUNNELS 4: ADDICT HIDEOUT
10 ft round pipes with feculent A dilapidated cobblestone room
ankle–high water rushing toward with vacant-eyed spore addict
area 2. Chirping and hissing echo in peasants huddled around the
the gloom. Gobbets of rancid sludge broken remains of a wheel
occasionally drip from overhead contraption.
pipes. • Group 1. Two dwarves sitting
together, talking about leaving.
2: DRAIN PIPE Know about area 5 and saw
Tunnels coalesce into a circular what happened to Mabel.
waterfall cascading down onto a ▶ NPCs. Wilfred (disheveled,
cobblestone platform 20 ft below, tired), Agnes (shivering,
from which an updraft of spores scared).
erupts. • Group 2. Four goblins in a fever
• Search by rushing water. Find a sleep.
slimy, rusted ladder leading down. • Group 3. Three crazed humans
▶ DC 18 STR to climb ladder in on the verge of aggression.
rushing water. ▶ Deathly afraid of flames.
▶ Assaulted Mabel in area 3.
3: SPORE GARDEN
The molded wood door is locked; DC 5: GEDE SHRINE
9 DEX to open. Walls, floor and A chamber decorated with three
ceiling covered in slick fungal stone washbasins and a simple
growth. Air is hazy and thick with statue of Gede in the center. Thick
spores floating off of a swollen, vertical pipes in niches.
featureless corpse. A row of wood • Basins. Three. A pewter handle
cabinets and benches line the wall. pumps water into each basin. An
• Corpse. Rotting mushroomfolk, ochre jelly (SD 239) lurks inside
chest ripped open. Still alive but one pump. If pumped out, it
paralyzed. retreats back in after 1d4 rounds.
▶ Mabel. A spore addict tricked by • Alcoves. Four. Each contains a
the Sewer Witch and infested large, vertical copper pipe from
with fungal seed (see pg. 9). Begs floor to ceiling. Water can be
for death. heard rushing inside.
• Cabinets. Pair of ochre waterproof • Statue. Cupped hands hold the
overalls (2gp), a pewter whistle Aquqvita Basin.
(5sp) and a healing salve (1hp).

4
6: OPERATOR ROOM 7: SEWAGE LAKE
Three emaciated bodies slumped in 10’ wide stone platform circled by
wood chairs next to a valve control murky water, thick with brown
table. Two filthy people heatedly foam and bobbing fecal lumps. 20’
argue over controls. The floor is domed ceiling with run–off pipes
slick with fungal growth. on opposite ends and a thin stone
• Controls. Labeled “Valve 37 - walkway. A man in soiled robes lies
WARRENS” and “Valve 38 - still on a debris island.
Market Sq”. • Water. 6 sewer jellyfish (SD 228)
▶ Closing a valve reveals the curiously meander about. 4’ deep
ladder in area 2 and reduces and slippery bottom.
climbing DC to 9. This also ▶ Loot. Searching the bottom
causes sewage backflow to yields one of the following (roll
flood the labeled area. 1d4):
• People. A halfling is desperately 1) Small silver box with rare
trying to convince her elf friend to spices (20 gp).
stop. The elf wants revenge by 2) 2d4 gp.
flooding a druglord’s den in the 3) Tarnished longsword (8 gp).
Warrens, but the halfling is afraid 4) Hand mirror with golden
of the consequences. frame (30 gp).
▶ Thugs (SD 259). Maeve (elf, Any duplicates yield only fecal
furious, cloaked), Gwen lumps.
(halfling, stoned, oversized • Man. Cedric Witfeather fled from
boots) Freya the Sewer Witch yesterday.
• Stalker. A half–orc thief (SD 259) As her apprentice (SD196), he
sent by Mr. Silk to retrieve a ruby helped her at first, but then grew
ring (50gp) stolen by Maeve. a conscience and released Lily
Hides while PCs enter area 5 and (area 7) and the others from
waits for the best opportunity to captivity, but couldn’t climb the
strike ladder. Wants to help, but also
▶ Marcus (black clothes, scarred, live.
lisp). ▶ Gear. Stole Freya’s scarab of
▶ Gear. Black silk cloak with silver protection (SD 314).
thread (15gp) and thin leather
gloves of agility (SD 303) which
grant their wearer DEX 18 (+4).

5
Fungal Seed 9: FREYA’S CAMP
During its 7 day gestation period it The air is thick and hazy with
grows in the stomach to the size of floating spores, limiting vision to
a grapefruit, while slowly near. Freya Blackwood, the Sewer
transforming the host into a witch, sits atop a rocky shelf,
fungal abomination. Upon death it incoherently muttering words from
violently blooms, releasing mind– a book next to her campfire.
altering spores. Breathing the • Freya. This once–peaceful druid’s
spores requires a DC 9 CON check vengeful hatred has corrupted
1/hour or you become dizzy. her spirit, turning her into a
Failure by 5+ forms a new seed in weald hag (SD 225) hellbent on
your stomach. A cure wounds spell destroying the city.
subtracts 1 day of gestation until ▶ Spore Haze. Freya has
destroyed at 0 days. disadvantage on all checks.
• Camp. A trapped wooden chest
8: FUNGAL CAVE (DEX 15 or 2d4 damage + giant rat
Glistening mucus dripping down disease SD 245) contains 9 rations,
walls and off stalactites. Veins of a silk pillow (10gp), two lustrous
white mycelium drape the floor and pearls (40gp each) and a floating
stalagmites, blocking the sewer disk (SD 61) spell scroll in a green
water run–off from area 6. Addicts tube.
in varying stages of fungal seed
EPILOGUE
gestation writhe in pain.
• Addicts. 4. Ancestry and gender Guard Cpt. Samuel Hapstrum and
unknown as the bodies undergo Magistrate Elaena Navarra of the
fungal alteration. city council have managed to
▶ Seeds. Removing the fungal gather a total sum of 300gp to
seed kills the host, but yields a award any brave citizens who
peach–sized unstable fungal manage to put a stop to Freya.
seed. (Throw to near distance, Additionally, their next carousing
deal 2d4 damage and check within this city is made with
immobilize all within close) advantage.
• Lily. An emotionally unstable,
lumbering humanoid with
elongated limbs and a purple
toadstool for a head. Desires the
addicts to transform and build a
colony.

6
Flooded Crypt of the Necromancer
A level 1 adventure by Samantha O’Brien

Explore a forgotten tomb buried beneath a lake, deal with down on their
luck bandits and a punk rock troll, but above all, do not wake the undead!

RANDOM ENCOUNTERS FEATURES & ENTRANCES


d4+ Details Light: Bandits have torches,
Music. Loud/gruff singing & otherwise dark. Doors: banded iron
1 wood. Floor: stone slabs, damp.
drums from East (Tommy)
2 Bandit (1-3: Bella. 4-6: Cory) Walls: stone bricks, mossy. Ceiling:
10 ft. high, infrequent water drips.
3 Water drip. 2:6 douse torch
• Tomb Entrance (W), A 1
4 1d4 skeletons. (SD 251)
• Lakeside Cave-in (SE), to A 12:
5 Wight. From A 10 (SD 263) rough earth, rock pile in front
6+ Ghost. From Area 11 (SD 217) 10 total skeletons plus Val. For
Deadly. Check for encounters every Random Encounters, adjust room
crawling round. +1 to rolls on the descriptions (smashed if escaped,
table for each hour in the dungeon! open if bandits). Once all are dead,
encounters are shadows (SD 250).
7
1: STATUE OF GEDE / ENTRY 3: ABANDONED SACRISTY
Stone statue (lithe, horned) that’s Door slightly ajar (Trap! Rock falls
desecrated (unholy marks, blood). when opened, DC 12 DEX or 1d6
Tunnel entrance (30 ft. back). damage). Easily visible entering
• Statue. “pouring” empty pitcher from Area 4.
into empty chalice. Trained: Cabinets (open, teddy bear guard
aspect of Gede. on top, crates/supplies). Barricade
▶ Clean. (2 turns) luck point! In 1 (rotted furniture, unstable).
hour pitcher pours wine. • Teddy Bear. Facing door, cloth
• Markings. Skulls, arcane circles. “helmet”, sharp stick (Cory’s).
Trained: curse of Shune! • Crates. 12 rations. Baron’s seal.
• Tunnel. Steep stairs. Damp.
4: LIVING QUARTERS
2: VESTIBULE Bandits: Bella (drawing at desk)
Mural (faded, beautiful dark-haired and Cory (sword play with broom).
woman reading to assembled
Writing desk (wood), bookcase
soldiers). Urns (skeletal carvings).
(mostly moldy books) 3 beds
• Examine Mural. Painted glowing
(messy, bedrolls on old frames),
emerald on her forehead.
boarded up wall (behind beds).
• Urns. Offerings! 15 sp, 41 cp.
• Desk. Charcoal drawings of all 4
The Pondscum Scrappers bandits (60% of Lyssa).
Bandits (SD 197) holing up after • Examine Books. Intact: Bone
drawing heat so their crew could Town, The Emerald Sea, The Nine,
deliver supplies to their struggling nameless (skin-bound).
village. Suspicious and jumpy. ▶ Pull Emerald Sea. Book shelf
• Roric (leader, tired, cunning, opens! (door to 11).
generous) wants gang to live ▶ Skin-Bound Book. Scrolls of
• Lyssa (brash, killer, once noble) blind/deafen (SD 55), (un)holy
wants Roric dead, to lead gang weapon (SD 62), smite (SD 71).
• Bella (romantic, brave, clever) • Under Bed. Silver dagger (10 gp).
loyal to Roric, in love with Lyssa • Move Boards. To Area 5!
• Cory (idealist, young, naive,
5: LYSSA’S ESCAPE ROUTE
cavalier) wants to be a hero!
Passage (rough stone and loose
Order of battle. Defend Area 4. If
earth, flooded), sack by entrance.
routed, flee through Area 1 (or
• Sack. 20 gp. 2 rations. 1 torch.
Lyssa/Bella lead through Area 5).
• East. Slope upwards, breeze.
▶ 4:6. drums/guttural noises!

8
6: GRAVE DIGGERS 9: CRYPT CAVE IN
1st hour: coffins sealed, Lyssa and Collapsed walls (stone, leaking
Roric here! 2nd hour: coffins open/ water), 3 caskets (broken, empty),
empty, NPCs in Area 8. pottery (broken, lilac scented).
4 caskets (stone, bas-relief carvings • Bones. 1 skeleton’s, no ribcage.
of knights), 2 Urns (perfume), pick/ • East, 4:6. drums/gutteral noises.
crowbar (leaning on caskets).
10: TOMB OF SIR KRAUSS
• Open Caskets. Skeletons! (SD 251)
▶ #2. Gold necklace (30 gp). 1st hour: casket sealed. 2nd hour:
casket open, 4:6 Wight present!
7: MOLDERING CHAPEL Casket (large, stone, carving of
Altar (stone), pews (wood, moldy), knight), 2 urns (perfume), murals.
flooding (moldy walls, glimmering). • Mural (around casket): cackling
• Disturb mold. DC 12 Con or 1d6 dark knight cuts through foes.
(pews block path, on walls too). • Mural (around door): thirteen
• In puddle. Gold chalice (50gp). priests bloodily slitting throats of
sacrifices. Door won’t open.
8: THE HALL OF HEROES ▶ To Open Door: slit a creature’s
2nd hour: Lyssa and Roric are here! throat and spill its blood here.
3rd hour: Corpse! (Roric, stabbed in • Open Casket. Wight attacks!
the back), caskets open. Wields silver longsword (100 gp).
Alcoves (murals), 2 urns in first 2, 4
11: NECROMANCER’S TOMB
caskets (stone, carved) in others.
• Make Noise. Banging sounds Locked door (see area 10). Coffin
from 1st south casket! (Val) (stone, ornate carvings of undead
• Open Caskets. Skeletons! (SD 251) army). Mural (withered sorceress
• Murals (N). (East to West) commanding horde, same as A2).
#1 Peasants offering bread. • Open coffin. Necromancer rises
#2 Soldier with halberd, guarding. as Ghost! (SD 217) Attacks!
#3 Soldier with spear, charging. ▶ 3:6 chance ghost is here if party
• Murals (S). (East to West) leaves and returns.
#1 Peasants carrying wheat. • Inside coffin. Wand of Unlife (SD
#2 Beautiful dark haired woman, 319). Skeleton (dark robes).
head bowed. • Secret Doors. Find if check walls
#3 Soldier with sword, kneeling. (stone outline). Pull open.
▶ Woman. Same as Area 2.
Emerald (40gp) on brow (fixed
solidly into wall).
▶ Push Gem. Secret door!
9
Val, the Willing Sacrifice HOOKS
Skeleton. (Chatty, avoids conflict) • Find the ancient treasure of
Buried alive in Area 8 (1st S casket) Zrexia the necromancer!
as a youth, promised Shune’s • Recover stolen goods from
glory! Now she’s stuck. (SD 251) bandits, the Baron will pay well!
• Help the locals rest — they hear
12: THE ROCK HOUSE strange banging and screaming
3:6 chance Tommy Rocks is out noises at all hours!
salvaging. 2:6 to return each turn.
RUMORS
Flooded Cavern (1-2 ft. deep, moss
bed), sculptures (wood, makeshift, If running this as a one-shot,
scavenged), junk (lovingly placed). consider rolling 1 rumor per PC.
• Sculptures. #1 moldy parasol. #2
working drums (femur bone RUMORS
drum sticks). #3. muck-covered d8 Details
Shield of the Lion (SD 314). Restless undead have been
1
• Tommy’s “Treasures.” Anchor. seen by the lakeside (F)
Dried flowers. Rusted farming This lake is under Gede’s
2
tools. Mossy planks (charcoal protection (F, formerly T)
smiley faces). Ribcage (storage Any place built in Shune’s
3
rack). Rocks (large, stacked). name must have secrets (T)
▶ Search. 3 river pearls (40 gp Strange noises at night…
4
each) — find 1 per turn. Screaming? Singing? (T)
A man-eating troll hunts any
5
who dare enter his halls! (P)
Tommy Rocks Sure bandits went inside, but
6
Hulking figure, skin like soggy they all left soon after (P)
bark. Wears spiked shoulder/knee The bandits kidnapped
7
pads & pink tutu. Long wet hair. someone to sacrifice! (F)
The Bandits are just trying to
Troll (SD 259) who moved into this
8 feed their village after the
cave beneath the Lake and salva-
Baron raised taxes (T)
ges it for “treasures”. Happy to
trade or rock out! Easily offended.
Order of Battle. Defends treasure.
Fire forces retreat to water
(immune while submerged).
Hunts known thieves. Happy to
turn skeletons into drumsticks,
flees from wight.
10
The Rotting Gardens of Rafflesia
A level 1-2 adventure by Sam McKay

Atop a rise in a quiet swamp clearing, you spy a white stone archway.
Wafting from the darkness within, the stench of perfume and decay...

3 5

2 4
1

RANDOM ENCOUNTERS FEATURES


d4 Details Light: darkness unless noted.
1 Rot Flower (SD 249) Walls: water-pitted, white stone,
lined with planters of tangled and
Skeleton (SD 251), algae-
2 overgrown flowers.
covered
Air: perfumed and reeking of decay
3 Gray Ooze (SD 223)
4 Zombie (SD 265), elven. Water of the Gardens
Risky. Check for encounters every 2 The water of the dungeon is
crawling rounds. enchanted with the power of
Rafflesia (Area 1).
• Drinking Water. DC 11 CON heal
1d4 HP; 1d4 damage on failure.

11
1: ARCHWAY ENTRANCE 4: FOUNTAIN ROOM
Stone archway (carved flowers, Skull Fountain (central, two-tiered,
skeletons). skull at top) encircled by 4 statues
• Elven Inscription. ”For the glory (flower-covered, elven warriors).
of Lady Rafflesia, may she ever • Overflowing. Floor is covered in 2’
bloom and rot.” of murky water.
▶ DC 12 INT Rafflesia is a Neutral ▶ Search Water. Debris-clogged
elven demi-goddess devoted to grate covers a 3’ wide pipe to
the cycle of life and decay. the middle of the floor of 5.
• Algae-Coated Steps. Descend • Fountain Inscription. Elven.
into darkness. “Those who drink may receive our
▶ DC 12 DEX fall into stagnant lady’s blessing.”
pool for 1d6 damage.. ▶ Search First Tier. 200sp
(ancient, elven). If any are taken,
2: OVERGROWN ROOM statues attack (Guards SD 224).
Thorny, flowering vines (roses) ▶ Search Second Tier. Wax-
choke the walls, ceiling, and a large coated case containing Scroll of
section of the middle of the floor. Shield of Faith (SD 70) in the
• Touch. 1d6 damage and muck.
entangled, trapped.
▶ Carefully Free Ally. (3 rounds). 5: SHRINE TO RAFFLESIA
▶ Quickly Free Ally. (1 round) DC Giant Snake (SD 200) (rotting,
12 DEX or 1d6 damage. white, flowers sprouting from flesh)
coiled around statue, guarding it.
3: CORPSE FLOWER ROOM • Undead. Ignores morale checks.
Planter (central, water-filled, 10’ tall statue (rear, skeletal hands,
enormous stinking corpse flower). corpse flower face) holding an urn
• Planter Inscription. Elven. • Corpse Flower Face. Holds a
”Bloom.” magenta jewel (40gp).
▶ Touching Flower. DC 12 CON or • Urn. Pours water until removed.
disadvantage on attacks and ▶ Take Urn. DC 15 DEX to remove
spell checks as blossoms burst without it shattering.
from skin. Remove as an action. ▶ Urn of Rafflesia. Decorated with
▶ Under Flower. Elven skeleton a flower and bone motif. Speak
with 15gp in a rotting purse. “bloom” in Elvish to fill with
Water of the Gardens 1/day.
▶ Search Urn. Flower brooch
carved from bone. Functions as
Scarab of Protection (SD 314).
12
Ill-Gotten Gains
A level 1-2 adventure by Michael Kuhns (CritFail Press)

The pirates of the Vermin Wake lair in the fallen temple of Avarice, the
forgotten God of Greed. Raiding their hideout while they scour the seas
promises to yield countless pilfered riches…

FEATURES & ENTRANCES Avarice


Light. Area 1: Exterior. Area 2-5, 9, 10: Long-forgotten chaotic god of
Lit by pirates. Area 6-8: Total greed. Offers power and wealth,
darkness. Walls. Natural rock, cut to but always extracts a price.
look like laid stone. Entrances. Sundered his own temple when
Narrow canyon access (Area 1), sea he believed his adherents had
access (Areas 1, 5, 6, 9/10.) become complacent.
13
RANDOM ENCOUNTERS 2: PIRATES BUNK HOUSE
d6 Details Moldy straw mattresses on floor.
3 Pirates. In Area 1-5, 9, 10: on Lidded barrels in corners. Faded
1 murals on walls.
patrol. Area 6-8: looting.
2 Shadows. Vengeful spirits • 10 Mattresses. Each hides 1d12 gp.
2 • Barrels. Salted meats and hard
of Avarice’s lost priesthood.
1 Berserker. Failed user of a tack. 10 rations in each room.
3 Debtor’s Amulet. Seeks the • 2 pirates (SD 243) in each room.
statue of Avarice in Area 8.
3 Cultists of Avarice, seeking 3: ROOM OF REPOSE
his forgotten temple. Believe 3 empty sockets along the wall. 3
4
the pirates are unworthy of stone biers in room’s center.
their lord. • Sockets. Made to hold Debtor’s
Clinking Coins. Sounds of Amulets.
5 hundreds of coins clinking • Biers. 1 berserker corpse, other
together in the next room. biers empty.
Storm Surge. Waves crash ▶ Berserker (SD 199) wears
against the cliffs forcing Debtor’s Amulet
6 water into the ruin. DC 12 ▶ Awakens after 3 crawling
DEX or 1d4 damage and rounds, unless removed.
torches doused.
Pirates
Unsafe. Check for encounters every Led by the wererat Grimbul, who
3 crawling rounds. pledged himself and the pirates
(against their will) to Avarice. They
1: BEACH
have not provided sufficient
Stone arch extends into the cliff tribute since then. Out raiding at
side. Smaller opening, 10 ft above the adventure’s start.
waterline in opposite cliff face. • 4:6 chance of pirate’s return per
Wooden rowboat sits beached in hour of play
the sand. • Pirate Ship. Led by Grimbul
• Stone Arch. Leering face of a (wererat SD 263), 4 pirates (SD
horned humanoid on keystone. 243), 4 thugs (SD 259).
• Boat. Wooden dingy with 2
Grimbul wears a Debtor’s Amulet
wooden oars, 30 ft of rope.
(p. 16).
• Beach. Littered with shells/rocks.
▶ Treasure. 49 gp, 15 sp, 88 cp,
1:6 chance of finding a pearl (40
scroll of floating disk (SD 61).
gp). Only found once.

14
4: CHAMBER OF THIRST 6: HALL OF VESTMENTS
Large well in the center of the Collapsed ceiling, impassable, well-
room. Ceramic carafe rests on the dressed pirate corpse.
well’s edge. • Corpse. Brom. Wears Vestments
• Well. 3 ft high stone well, 10 ft of Avarice: gilded robe (65 gp),
diameter, water level is 1 ft from jewel studded crown (120 gp),
the top of the wall. gold ring (75 gp).
▶ Water is clean spring water. • Vestments. Cursed garments: 5:6
• Carafe. If used to scoop water, it chance of ceiling collapse if they
becomes salty like seawater, leave the room. DC 12 DEX or 2d4
though it looks the same. damage.
▶ If water from carafe is
consumed, DC 15 CON or 1 point 7: THE GRAND CATHEDRAL
of damage and the need to Vaulted ceiling, collapsed in some
drink again. DC 12 WIS or repeat areas. Smashed pews. Large pile of
CON save. treasure in the center. Dozens of
skeletons on the ground.
5: WAREHOUSE • Treasure. A permanent illusion.
Crates, chests, and barrels. A pier ▶ Feels real to the touch, can be
extends into the water. A pirate is placed in Gear Slots.
sorting the stolen goods. ▶ Vanishes when leaving
• Crates/Barrels. 8 javelins, 6 chamber.
spears, 40 arrows, 2 longbows, 10 • Skeletons. 2 skeletons (SD 251)
daggers rise and attack if treasure is taken.
▶ Containers and weapons carry
the King’s Seal. (stolen, difficult
to fence)
• Chests. 67 gp, 114 sp, 205 cp, 3
potions of healing
• Pier. Pirate ship returns here (not
shown on map).
▶ Ship. Longboat, single deck, the
Vermin Wake.

15
8: AVARICE 10: THE TROPHY ROOM
Horned humanoid statue made of 6 empty plinths around the room
black marble. Treasure piled at its perimeter. A jeweled scabbard lies
feet. on the floor.
• Horned Humanoid. Statue of • Plinths. Once held the greatest
Avarice, God of Greed. treasures in Avarice’s hoard.
▶ Avarice can speak to PCs ▶ Five treasures have been stolen
through the statue. since the temple’s collapse.
▶ He wishes to end the deal made Only Goldbane remains (Area 8).
with the pirates. ▶ Each plinth contains a plaque
▶ Allows PCs to take the treasure naming and describing the
if they slay Grimbul. treasure.
• Treasure. 131 gp, 282 sp, 421 cp, 2 ▶ Missing treasures could be
emeralds, Debtor’s Amulet, +1 future adventure hooks.
Longsword (Goldbane, cursed, • Scabbard. The missing scabbard
burned by the touch of gold). of the only remaining treasure,
▶ Curse. If treasure is taken Goldbane (Area 8). Worth 50 gp.
without permission, all coins 10x ▶ Whispers. Avarice calls all who
as heavy (10 coins take 1 gear hold it to Area 8.
slot)
Debtor’s Amulet
After PC’s speak with Avarice roll to
A bronze amulet with the leering
see if pirate ship returns (see p. 14).
face of a horned humanoid
stamped on it.
9: THE LOOKOUT
Benefit. If reduced to 0 HP you
Large crossbow looking out to sea.
will return to full HP after 1 hour.
A sleeping human thug leans
Also works if placed on a corpse
against it.
dead less than one hour.
• Crossbow. Floor mounted.
▶ Fires large metal bolts. 2d6 Curse. 1:6 chance of losing one’s
damage. 3 bolts available. entire personality and becoming a
▶ 18+ STR required to carry it. fanatical adherent of Avarice. Each
• Thug. (SD 259) Felton is sleeping time you return to full HP, the
off a hangover from last night. curse’s chance of activating
increases by 1 (2:6, 3:6, etc.).

16
The Doom of Cear Ferros
A level 1-2 adventure by Jack Arcanum (Arcanum Game Studio)

The broken outline of Cear Ferros emerged on the horizon. Its ancient walls
stand silent and looming as you approach them, casting long and eerie
shadows across the land.

RANDOM ENCOUNTERS 1: DECREPIT STONE BRIDGE


2d6 Details Once a proud crossing, now a
2 A Sense of Doom dangerous journey. Crumbling
3 Dire Rat (SD 245) white stone blocks, aged by war
4 Giant Rat (SD 245) and weather, lie loose, unstable
5 Giant Centipede (SD 201) footing. Crossing requires caution.
6 1d4 Rats (SD 245)
• Moving fast. DC 12 DEX or tumble
7 Giant Bat (SD 198)
into the river below for 1d6
8 Skeleton (SD 251)
damage.
9 Ghoul (SD 217)
10 Gray Ooze (SD 223) • Examine Bridge. Subtle marks of
11 Animated Armor (SD 196) carts and footprints hinting at
12 Mushroomfolk (SD 236) recent activity.
17
2: TOWERING GATEHOUSE 5: BURNED TOWER
Reinforced stone walls, adorned Half-collapsed, charred remnants of
with old shields. Thick wooden wood and stone. Skeletal remains
door, partially rotted but still sturdy, (charred, fused together in places).
bars the entrance. The gate's • Enter. Investigation reveals
mechanisms, while rusted, seem charred skeletons, 3 skeletal
operable with some force. adversaries rise.
• Approach. A single skeleton (SD • Search Debris. Amid the debris, a
251) rises behind the gate, ready damaged journal hints at the last
to attack. days of the fortress.
• Force the gate. DC 10 STR.
Otherwise, find an alternate 6: OVERGROWN TOWER
entrance. Vines creep over ancient stones.
Collapsed roof.
3: COURTYARD • Enter. 2 skeletons in rusty armor,
The ground is uneven from broken wielding spears, attack on sight.
cobblestones, rubble, upturned dirt, • Hole in the floor. A long chain,
and general decay. Weeds and disappearing into the darkness
wildflowers sprouting between the below.
cracks. Bloodstains lead to a well at ▶ Closer examination.There is a
the end of the courtyard. mechanism to lower the chain
• Examine South Wall. Hastily into Area 15.
walled-off door to Area 14.
• Investigate ground. Faint 7: ROTTING STABLES
remains of a campsite —perhaps Decayed wooden beams and
the missing merchants? skeletal remains of horses,
• Stairs. Two weathered staircases harnesses and carts.
provide access to walkway above. • Ambush. As adventurers
approach, 4 skeletons (SD 251)
4: SENTINEL'S WALKWAY rise, some incorporating horse
Stairs leading up, worn and moss- bones.
covered. Two foreboding towers • Search. Discarded merchant
flank to the north and south. belongings hint at recent activity
• View Point. These elevated and perhaps their grim fate.
walkways offer a panoramic view
of the surrounding landscape. On
clear days, the neighboring
village of Luritanid can be faintly
seen in the distance.
18
8: SERVANTS' QUARTERS 10: THE WELL
Damp, mold-covered walls, broken Cold, echoing, dark shaft
furniture. Amidst the decay, a table descending into unknown depths.
holds a few tarnished coins, blood- The bloodstains from the courtyard
streaked playing cards, and a seem to culminate here.
mummified hand. A corpse with • Descend. DC 10 DEX to climb
long spikes piercing its ears lies down without slipping. Cold
crumbled in a bed. breeze from below.
• Mummified hand. Grants a Luck ▶ Listen. Faint, distant murmurs
Token per day but curses with hint at activity in Area 15 below.
terrible luck in gambling.
• Investigate floorboards. A small 11: THE THRONE ROOM
iron chest is hidden underneath. Muted banners, faded heraldry.
It contains the mummified head Upon a grand throne, a corpse in
of a priest. A note in his mouth noble garments is grotesquely
reads: “Sorry.” pinned by iron spikes.
• Inspect walls. The wall behind • Approach Throne. The undead
the bed shows a message painted lord awakens, demanding to be
in old blood: “The well keeps freed but willing to parley. If freed
whispering! It won't stop! Please he will wander out of the fortress,
make it stop!” leaving it behind.
• Converse. The lord talks about
9: CHARRED CHAMBERS how his enemies have cursed the
Charred remnants of barrels and fortress, leaving only the Lady of
crates. Acrid smell of smoke and Midnight Roses, the Priest, and
burnt wood. A blackened, but still himself to remain bound to it
sharp, sword lodged in a beam. beyond death as punishment.
• Retrieve Sword. DC 12 STR to ▶ If impressed with party. The
safely dislodge or will cause lord reveals clues about the
debris to fall (DC 12 DEX to avoid force controlling the dead.
1d4 damage). • Attack the lord. Use wight stat
• Inspection. Faint etchings on the block (SD 263).
sword's blade hint at its previous
owner: Rathgard, Lord of Ember.
Its blade is still hot from the fire
and remains so perpetually.
▶ The Charred Sword. 1d8+2
magical/fire damage.

19
12: STRONGHOLD 14: WALLED SANCTUARY
Piles of bones (human and animal Faint, ethereal glow permeates the
alike, jumbled together). Recent, chamber where numerous skeletal
more fleshy cadavers, possessions warriors kneel in a state of prayer.
scattered around. The nailed remains of a priest, an
• Inspect Cadavers. Recognize aura of dread about him.
marks of being dragged here. • Enter Quietly. 2d6 skeletons (SD
▶ Search. Personal effects of the 251), passive unless provoked.
missing merchants can be • Inspect Nails. Detect magic
found among the remains. reveals trace enchantments,
Worth 50 GP in total. forcing the priest's eternal vigil.
DC 16 STR to remove the nails.
13: ROOFTOP GARDEN Success causes the skeletons and
Lush vegetation, thorny brambles, the priest to crumble to dust.
and flowering plants. A once- • Notice. 1d4+1 grotesque rats (SD
beautiful garden, now wild and 245), with eerily human-like
untamed. Amidst the growth, a smiles, lurking in the shadows.
skeletal maiden, the Lady, rests,
pinned by a large sword. 15: THE ABYSSAL CHAMBER
• Disturb Garden. Lady of A cacophony of moans, an
Midnight Roses commands amalgamation of rotting flesh and
plants to attack (Thorny Vines tentacles. Moist, dark walls
ability). pulsating as if alive, the air thick
• Extract Sword. Lady of Midnight with a putrid stench.
Roses rises and attacks, wresting • Approach. The mass reacts,
the sword away. sending tendrils to probe and
attack.
LADY OF MIDNIGHT ROSES • Search Perimeter. DC 15 INT
HP 20 AC 14 ATK +1 zweihander 1d8 reveals weak points that grant
or thorny vines MV near S +1 D +1 C advantage on attack rolls.
+0 I +3 W +0 Ch +0 AL C LV 4 • Converse. The entity
Thorny Vines. 1d4, DC 12 DEX or be communicates in emotions and
tangled, DC 12 STR to break free. urges, revealing its insatiable
hunger.
Drizzling Scent. DC 12 CON or
getting disadvantage on attacks till ABYSSAL ENTITY
short rest.
HP 30 AC 8 ATK 2 tentacles (near)
+4 (1d6) MV none S +4 D +0 C +2 I -2
W +0 Ch -2 AL C LV 7
20
The Mines of Gloomwind Ravine
A level 2 adventure by Frey Bugbee (MageVsMonster.com)

A knight of the Order of Gehemna asks for help retrieving the Eye of Ord.

Unsafe. Check every 3 rounds.


• Mines. The Order of Gehemna has
HEED THE CALL?
revealed the magically hidden
An old knight hails you, “There is mines to recruit crawlers to
gold and glory to those who recover recover the Eye of Ord. Single-file
the Eye of Ord, a powerful magic shafts, ceilings 10’ high. Cavity
relic in the mines of Gloomwind.” ceilings up to 30’.
• Knight. Daera asks PCs to swear
RANDOM ENCOUNTERS
oath to the Order. Her ink-stained
d4 Details hand carries a rusty sword and
1 A giant centipede falls (SD 201) hilt like a cane. She wears tarnish-
A voice chants, “Join the Order ed silver plate mail.
2
for glory and gold” • Kobolds. If kobolds (SD 228) in
3 1d4 dire rats bar path (SD 201) area 2 are alerted, they stalk the
4 1d6 kobolds ambush (SD 228) PCs, using them to clear the path.
21
1: GLOOMWIND SHAFT RUMORS
A pitch-black mine shaft cuts into d4 Details
the cliff and zigzags into darkness. The Library of Gehemna had
1
A 10-foot pole leans against the appeared near town!
outer wall. A cool, damp breeze An old knight at The Gilded
2
gently blows from the rocky entry. Hammer is hiring crawlers.
• P. Gravel. Covers 5 ft area near pit. Mapper Ulgar found an old
3
▶ Pit. 8 ft wide pit, 10 ft deep fog- mine shaft in the ravine.
filled, obscured tunnel at the Kobolds were seen with gold
4
bottom. Jump across DC 15 DEX. along Baldric road.
Fall, 1d6 dmg. Pole or roped
crossing DC 9 DEX.
3: SLIME SHAFT
▶ Tunnel. If entered, vampiric Walking around the first bend in
mist (Ch -4) drains 1 hp per 2 the rocky corridor, light shimmers
rounds. Takes 8 near or 4 double off the walls and floor. A dark, gloss
near moves to pass (250 ft). of slime is coating the walls.
Leads to area 6. Protection From • Coal slimes. Cover a 30 ft section
Evil, Turn Undead, or possessing of the floor/walls.
a silvered item dispels mist. ▶ Slime must be removed from
• W. Tripwire. Easily noticed by slime-touched equipment or
thief, triggers sleep gas in shaft garments within 5 rounds or be
and bell in area 2. Step over easy. dissolved.
▶ Tripwire. Attempt to disable DC ▶ A raw diamond (190 gp) can be
12 DEX. If trap triggered, PCs located under protective guard
near radius sleep for 3 rounds, of coal slimes, mid corridor. DC
captured by kobolds! 15 STR to free the gem.
• Arguing kobolds are heard ahead.

2: BANDIT’S GAMBIT COAL SLIME


An irate chatter is heard in the dark. A thick, glassy caustic wall slime.
• Kobolds. If PCs make noise or
AC 10, HP 1, MV close, AL N, LV 0
have light, 6 kobolds investigate.
ATK 1 spread (corrosive) -1 (1d4)
▶ Treasure. If defeated, 1 hand-
S +3, D +1, C +1, I -3, W +1, Ch -3
held mirror, cracked (8 gp), 1
silver tooth (1 gp), 7 spears. Impenetrable. Only damaged by
• Roleplay. Urge PCs to parlay. fire or water.
• Stealth. DC 9, slip by in the dark. Corrosive. Bare-skin touch to
• S. An S-shaped shaft leads to 7. slime take 1 acid damage. 2nd
Must be close to see. round Spread ATK until removed.

22
4: DAERA’S SCRIPTORIUM 6: DIRE RAT’S DEN
Walking through the passage A short passage bears right to a
reveals the way forward is black large cavity with piles of old broken
even when a light is held close. mining gear. Debris covers the area
• B. Black. Neutral PCs easily pass with two sleeping dire rats.
1 ft of magical darkness. Chaotic • Debris. Broken picks, shovels, and
PCs cannot pass. Lawful PCs walk lanterns are scattered about
through 30 ft of black, leads back between piles of old clothing.
to entrance. Oath-sworn PCs ▶ Treasure or Trash. (1d6) 1. A pile
appear as neutral and pass. of broken picks and a giant
• Old Knight. Daera sits writing a centipede (SD 201). 2. A chip of
scroll and stops if asked about the an emerald (10 gp) 3. Tattered
Eye. She is an archmage (SD 197) miner pants. 4. A silver ring and
in disguise. 11 gp in a pocket of a ripped
▶ Secret. If PCs agree to swear an cloak 5. A lantern helmet, no oil.
oath to the Order of Gehemna, 6. An Egg of the Cockatrice (100
she tells them the secret phrase gp + 3 XP SD 303)
to bypass the animated armor: • Noise. Any sound in passage
“Gloria valebat conquisitor“. outside has a 3:6 chance of
▶ T. Teleport. Hidden by tapestry. waking the dire rats (SD 245).
Leads to 8. Touch or detect Noise inside wakes the rats.
magic to locate. • Tunnel. See 1P for details. Hole (X)
covered by debris until searched.
5: ARMOR GUARD
A suit of armor stands motionless 7: DARKMANTLE’S DARE
in the path leading forward. A faint Water drips. In this damp, musty
glow seeps from behind the helm. mine cavity lies a desiccated corpse
• Suit of armor. An animated near the south wall. It appears the
armor (SD 196) stops anyone life was sucked out of an intrepid
trying to pass unless Daera’s adventurer.
secret phrase is spoken. • Corpse. The corpse is wearing
▶ If persuaded/charmed, the spirit leather armor and a pair of
in the armor greets them as silvered daggers (10 gp each).
Reginod. He is cursed and • Darkmantles. Two darkmantles
trapped in armor by the Order (SD 203) roost on the ceiling and
due to his plan to steal the Eye. fight over the PCs for 1 round
▶ Reginod pleads for help to be before attacking.
“placed” into the Eye of Ord. If • S. A narrow, S-shaped shaft leads
aided, betrays PCs in area 10. to area 2. Must be close to see.

23
8: LIBRARY OF ORD 10: DUERGAR SURPRISE
Locked door. Leads to large, carved A heavy door blocks the way.
space containing 5 tables with • Door. DC 15 DEX to pick lock or
stacks of books and shelves of DC 18 STR to break down.
scrolls. At the center table is a ▶ Alerted invisible duergar (SD
middle-aged man with a handlebar 213) inside 10 opens the door.
mustache searching through the A strong wind blows the door open.
books. His bulging backpack sits a • Open. PCs roll d6. On 6, torch
few feet away. stays lit. On 1-5, torch is out.
• Locked. DC 12 DEX to unlock. • If dark, Eye glows purple on plinth
• Wandering Merchant (SD 258) with protection from evil ward.
▶ Books. After 2 rounds of Duergar has 2 rounds of invisible
distracted sorting, the Merchant left then uses Enlarge. 2nd duergar
lifts the Tome of Gehemna (SD waits at rock-obscured E.
318) and puts it into his • If lit, 1st duergar uses Enlarge, then
backpack. attacks the light.
▶ If the Merchant likes the PCs • If PCs take the Eye, 2nd duergar
(GMs discretion), he offers to uses Invisible, steals the Eye, tries
play Wizards & Thieves (SD 94), to run into the Shadowdark (E).
betting the Tome of Gehemna
against gold. He also offers his Eye of Ord
wares (use SD 35 or 270). A crystal orb with a swirling purple
• Scrolls. Find 1 Knock, 1 Charm cloud with an amethyst gemstone
Person, and 1 Hold Portal scrolls. at its center.
• T. Teleport. Rock wall leads to 4. Benefit. Only 10th level wizards
Touch or detect magic to locate. can use the orb. You can cast the
If PCs leave/return, room is empty. Scrying spell (SD 70) 1/day without
a check.
9: TREASURE ROOM
Personality. Neutral. Lethargic.
Stacks of gold coins sit in the
Scatterbrained. If asked questions,
chamber. Three cockatrice spark
the orb argues with itself about
with energy and float in the air.
the right answer. It’s usually
They watch your every move.
wrong. 1d6 to decide correctness
• Cockatrice. (SD 202) Protectors of
(5 or 6 = right). Treat this Talent
the gold, released by gold theft.
separate from Scrying, and is
▶ Gold. 513 gp are protected by a
limited to knowledge checks.
magic ward. If touched, the 3
cockatrice fall and attack.

24
The Monster under the Tower
A level 2 adventure by Sarah Angell

A local butcher has gone missing on his


regular delivery run to a reclusive mage's
tower. Under the waning moon, the
adventuring party must brave the cellars of
the tower to defeat the monster that has
taken up residence below.

1: MAGE TOWER
A small tower overgrown with vines. Entrance
opens onto a cozy main room with a kitchen
and fireplace. A winding staircase leads up to a
study and observatory. Furniture is stacked on
1 the ground and Ramirus cowers near the door.
• Blocked trapdoor. Surrounded by a magic
circle (DC 15 INT to break or -5 STR for 3
rounds) and blocked with a powder blue
3 2 couch (DC 18 STR to open from below).
• Ramirus Mondicus. This archmage (SD 197;
squirrely, lisps) asks any arriving visitors to
help him defeat the monster that dragged
4 the poor butcher down into his basement
and will lift the magic circle if they agree.
▶ Liar. Is really just trying the feed his
lycanthropy experiment, which escaped its
cage.
▶ Loot. Has a scroll of magic circle and 25 sp.
5 2: CELLAR ROOM
Covered in blood, cracked bones with the
marrow slurped out, two splintered crates
reeking of rotting flesh.
• Meat delivery. Ikam brought two crates of
meat (more than is reasonable for a single
archmage) into the cellar and was surprised
by the werewolf.

25
3: PANTRY 5: DUNGEON
Dried fruits, pickled vegetables and Lights extinguish on the way
two wheels of cheese, three bottles down. Stinks of blood, rot and wild
of wine and a half-full barrel of ale. animal.
Suspiciously empty meat hooks on • Kennel. Contains slight, hunched
the ceiling. figure (Zorli). DC 12 to pick lock,
• Ikam the Butcher. Peasant(SD DC 21 to force open bars. Key is in
242)/werewolf (SD 263) (wiry, the pit.
outgoing) is hiding behind a • Pit. Bones, rotten meat and offal.
locked and barricaded door (DC 15 DC 12 CON to search.
STR to break down). ▶ Silvered dagger. 10 gp
▶ Bite wound. Ikam has a bite ▶ Zorli's stuffed dog.
wound on his shoulder and has ▶ Kennel key.
contracted lycanthropy. • Swarm of spiders (SD 254) is
Transformed into a werewolf stirred up going back upstairs.
last night but puts it off to Zorli is arachnophobic.
wound fever.

4: LAB Zorli
Dissecting table and tool bench Dwarf child/werewolf (serious,
overturned and tossed around the smart). Bloodstained, torn clothes.
room. Monstrous scratches and • Warns players about the
gouges in the wall. monster in the cellar.
• Scribblings. Human and animal • Is the monster and locked
anatomy. Moon phases, a solid herself in after she bit Ikam and
block of several nights around the lobbed the key in the pit.
full moon marked with red • Afraid of being freed.
exclamation points. • Believes she is evil.
• Silvered manacles. Unbreakable • Keeps a diary in Mondicus'
by lycanthropes, otherwise DC 18 experimentation notebook.
STR to break (10 gp) • Misses her dog, which Mondicus
• Talisman of the Moon. took away and threw in the pit.
Lycanthropes wearing the Doesn’t mention it’s stuffed.
talisman will transform even in
daylight and do an additional d4
of damage (20 gp)

26
Vault of the Once Great Thief
A level 1-3 adventure by StorytellerSteamer

CYLINDER (C) TUMBLERS (T)


A central shaft with concave side Move when levers are pulled
walls. Built to rotate if all four corresponding degrees. Move that
tumblers are in the correct position tumbler so its corresponding
(2, 3, 2, 4) and the lever in C5 is number is centered on the cylinder.
pulled, allowing entrance into the Each has concave cuts in the walls
vault. allowing the section to rotate.
27
C 1: KOBOLD GUARD C 4B: KOBOLD TREASURY
Single kobold (SD 228), sun-blind. Piles of junk.
• Secret door from Tumblers. • Greatsword, gem in hilt (100 gp)

C 2: CRUDE BARRICADES Unlocking the Vault


Alarm rally point for kobolds. To enter the vault, turn the
tumblers to the correct positions:
C 3: GRISLY KITCHEN • T 14 (tumbler 1) -> 2
2 kobolds (SD 228) pickling meats. • T 22 (tumbler 2) -> 3
• T 34 (tumbler 3) -> 2
C 4A: CHIEF’S QUARTERS • T 43 (tumbler 4) -> 4
Kobold chief is present unless Then pull the lever in C5
already encountered.
C 5: GORY TEMPLE
KOBOLD CHIEF 3:6 chance kobold sorcerer and 2
A commanding little bugger with a
kobold attendants present (SD
nasty knife.
228). Otherwise, they’re in T44.
AC 15 (Leather, Shield), HP 13, ATK 1 • Lever on Wall. If Tumblers are in
Delver Gutter +3 (1d4+3), MV near, S positions 2,3,2,4 and lever is
-2, D+2, C +0, I -1, Ch +1, AL C, LV 2 pulled, the cylinder rotates along
Dodge. 1/day, an attack that would its longest axis. Floors become
hit misses instead. ceilings. Torches may go out.
Delver Gutter. Dagger +1, +3 vs • Upside-Down Archway. On
Delvers. Delver bonus already cal- ceiling. Before rotation, up
culated into stat block. against a wall. After rotation, it
leads to the Vault

RANDOM ENCOUNTERS
d6 Details
1 1d4 wandering kobolds (SD 228)
Tumbler 2 unopened: Hunting party 1d4+2 kobolds plus chief if alive
2
Tumbler 2 opened: 1d4+2 zombie kobolds. (SD 265, but 1 HP)
Sorcerer alive: Sorcerer plus 2 kobold attendants (SD 228)
3
Sorcerer dead: Shadow (SD 250), kobold shaped, 13hp
4 Tumbler 1 and 4 slide back to position 1
5 A foul wind blows. DC 12 Dex or fires blow out
The spirit of the Once Great Thief steals 1d10 coins from the pockets
6
of each PC and adds it to the Vault
Risky. Check for encounters every 2 crawling rounds.
28
TUMBLERS (T) T 23: ZOMBIES
Four sections of dungeon that 4 zombies (SD 265). Rest in alcoves.
independently slide into five • Attack T13 if way is opened.
positions when a lever in them is
pulled the corresponding degree. T 31: TUMBLER 3 HALLWAY
Move that tumbler so its Part of keyhole shaped hallway!
corresponding number is centered
T 32: GREEN SLIME
on the cylinder. Each has a section
with concave cuts in the walls that Blocked off until rotation. Flows out
correspond to the walls of the to cover the floor of C4a once freed.
cylinder, allowing the section to
Green Slime
rotate.
Generally immobile. Turns organic
T 11: TUMBLER 1 HALLWAY matter into Green Slime. 1d4
Part of keyhole shaped hallway! damage/ round if on skin. On a 4, a
limb is turned to Green Slime. Can
T 12: ARMORY be burned away or cut off.
Extra spears and armor, worthless.
T 33: ROTTED PASSAGE
T 13A: BARRACKS Once rotated, opens channel for
1d6+6 kobolds (SD 228) in alcove green slime.
nests if the alarm is not raised.
T 34: TUMBLER 3 LEVER
T 13B: HALLWAY TO SHAFT Lever, 5 settings!
Leads to tumbler shaft. Marked • Correct answer: 2
with painted skulls as warning.
T 35: TRAPPED HALLWAY
• May open to hallway if tumbler 1
moved. Arrow trap!
• Sign. Wall dotted with 1’ holes.
T 14: TUMBLER 1 LEVER • Trigger. 3 pressure plates spread
Lever, 5 settings! And junk storage. across hallway (each triggers trap
• Correct answer: 2 only once).
• Target. Everyone in hallway.
T 21: TUMBLER 2 HALLWAY • Effect. DC 15 DEX save or 1d6
Part of keyhole shaped hallway! damage.

T 22: TUMBLER 2 LEVER T 41: TUMBLER 4 HALLWAY


Lever, 5 settings! Part of keyhole shaped hallway!
• Correct answer: 3
29
T 42: FOR THE BETRAYED T 44: SORCERER LAB
A small chest sits on a pedestal. 3:6 chance Sorcerer and 2 kobold
• Inside is a Ring of Fireballs (SD attendants present (SD 228).
312) with inscription “Look after Otherwise, they’re in C5.
yourself, for no one else will.”
VAULT
T43: TUMBLER 4 LEVER To enter: accessible through C5
Lever, 5 settings! after the cylinder is rotated.
• Correct answer: 4 Contains Wand of Unlife (SD 319),
• Sorcerer’s Storage. Contains: Mithral Chainmail, sapphire (280
▶ 3 potions of healing (SD 310) gp), 3 emeralds (120 gp each), loose
▶ Spell scrolls of Scorpion Sting coins (230 gp, 325, sp, 624 cp).
and Spider Swarm (SD 228)
• After rotation, connects to T 42.

30
The Forgotten Isle of the Hydra Cult
A level 1-3 adventure by Ethan Schotborgh.

Race against pirates to find buried treasure within a cursed island’s crypt.

Centuries ago, a draconic cult


RANDOM ENCOUNTERS
worshipping the thousand-headed
d4 Details hydra, Thuzaprld, built a secret
1d4 rats (SD 245) scurry up a crypt on an island to protect its
1
PC’s leg fabled Ruby Heart. The map to this
1d4 pirates (SD 243) are late to island was lost with the cult’s
2
join the rest of their gang. disappearance until historians
A skeleton (SD 251) rises from recently rediscovered it. However,
3
the shore. upon hearing the news, a group of
A cobra (SD 252) slithers out pirates stole the map seeking to
4
from the vines to attack take the treasure for themselves.
Risky. Check for encounters every 2 Now the party is hired to stop the
pirates and retrieve the Ruby Heart
crawling rounds.
before it's too late!
31
1: SHORE 3: SKULL DOOR
A rowboat sits on the southern Seawater pours in from the corner
shore. Footprints in the sand lead of this cave. A stone door carved
into a dark cave covered in mossy like a skull sits at the north end of
vines. the cave. Three pirates surround
• The rowboat belongs to the the door scratching their heads
pirates in area 3. It contains 60’ while bickering with each other.
rope and large rodent bite marks. • The pirates (SD 243) are named
• The footprints appear to be four Rum Dog (peg leg, bossy), Wee
pairs of boots and two sets of Rat (short, mutters), and Mad
large rodents. Fish (wild eyes, drools). They are
• A submerged entrance on the searching for treasure, but can’t
east side of the island leads into get past the locked door. They
Area 3. may ask for the party’s help to
solve the puzzle only to backstab
2: CAVE STATUE them later.
A 10’ tall statue of a rearing hydra • The skull door is locked with a
opens its maw towards the cave draconic riddle engraved on the
entrance. On the floor is a charred forehead (DC 15 INT to decipher if
body with two giant rats gnawing no one speaks draconic).
at its burning flesh. “Always old, sometimes new.
• The giant rats (SD 245) belong to Never sad, sometimes blue. Never
the pirates in Area 3. They attack empty, sometimes full. Never
loud intruders who don't give pushes, always pulls.”
them food. • If “the Moon” is said out loud, the
• The body was recently scalded by door opens. Otherwise the door
the statue. Its dagger lies nearby. can be opened with a DC 20 STR
• The statue has two 10 gp gems or DC 18 DEX lock pick check. The
embedded into its eye sockets. If lock mechanism is located in one
touched, the statue breathes a of the skull’s eye sockets.
cone of scalding steam dealing
1d6 damage to anyone who fails a
DC 12 DEX check.

32
4: SLOPED HALL 6: TREASURE VAULT
A statue of a hydra with two heads Murals depict raging seas and
glares from the end of this sloped monsters rising from the waves to
hall. A door on the wall sits to the consume all upon the land. Piles of
statue’s right. gold and silver are scattered across
• A hidden tripwire lays on the the floor. At the center sits a stone
floor. If activated, a trap door altar with a skeletal hand gripping
opens on the east wall where a the Ruby Heart (300gp).
5 ft diameter stone boulder • 500 sp and 100 gp are scattered
begins rolling down the hall on across the dusty floor.
initiative count 0. DC 12 DEX or • The stone altar is trapped to
take 2d8 damage from the collapse the entire dungeon if the
boulder. Ruby Heart is removed without
• A 10 ft long pit trap lays in the being replaced by something of
center of the hall. DC 15 DEX similar weight/size (DC 15 DEX).
check or fall 10 feet. The dungeon collapses in 6
rounds, crushing all who are still
5: CRYPT left inside.
Four stone coffins lie on the floor of
this crypt. A statue of a thousand-
headed hydra looms in an alcove Player Handout
with a claw extending out. Skull Door Engraving
• Four skeletons (SD 251) with “Always old, sometimes new.
draconic skulls rise to attack
Never sad, sometimes blue.
anyone who disturbs their graves
Never empty, sometimes full.
or whenever the trap in Area 6 is
activated. One of them wields a +1 Never pushes, always pulls.”
longsword with a pommel
fashioned into multiple small
hydra heads, their necks weaving
the grip.
• The statue’s claw can be pulled
to reveal a secret door to area 6.

33
34
The Blackbridge Labyrinth
A level 1-3 adventure by Connor Ludovissy

Children are going missing in the village of Blackbridge. Their tracks lead
to a secluded ruin, an ancient labyrinth, and a timeless sentience...

RANDOM ENCOUNTERS
d6 Details
1 Moan. Low, echoing.
2 2 Skeletons (SD 251). Scratching at the walls, unaware of party.
3 Silver. A PC knocks into something, revealing 1sp.
4 Sourceless Whisper. “closer...”
5 Child’s Scream. Far away.
6+ Fairy (SD 216). Tries to put someone to sleep.
Unsafe. Check for encounters every 3 crawling rounds.

35
BLACKBRIDGE VILLAGE RUMOURS
Read the following to your players. d4 Details
The village of Blackbridge faces The local barkeep thinks
hard times. Rot infests the fields, 1 slavers are taking children
and there is little work to be found. (false).
Now, two boys have gone missing The children who
and everyone assumes the worst: disappeared are young, and
2
everyone but a man named Leofric. were not known to wander
He begs you to find his brother, (true).
Wyot, and the lost boy Bille. Western Wood is full of
Leofric should come to the party werewolves, and no one who
soon after they arrive, recognizing 3 wanders there returns alive
them as adventurers. He has no (false, though mundane
money, but offers the party his +1 wolves inhabit it).
The merchant Quaro is more
bronze shield should they find his
than he appears to be (True,
brother, Wyot. If the party tries to
4 he is in fact a traveling LV 3
persuade him to come along, guilt
Wizard searching for
compels him to join them and
artifacts).
search for his brother and Bille.
A local ranger, a woman by the TO THE LABYRINTH
name of Grimma, has found child- The forest itself is easy to find, due
sized tracks leading north to west of Blackbridge.
Western Wood. There is a ruin
2:6 chance the party is ambushed
known to be abandoned there, but
by 2 wolves (SD 264) during the
the locals avoid it out of
journey. If the party flees, the
superstition. No one knows the
wolves do not leave Western Wood
history of the ruin, nor why children
to pursue.
might be heading there.
No matter what direction the party
heads, they find the ruins after an
hour or two. If Leofric accompanies
LEOFRIC
the party, he feels that they are
Pale, young human man driven to
being led there—almost as if the
save his brother, Wyot. Wields a
ruins want to be found.
club and +1 bronze shield which he
purchased from Quaro.
AC 13 HP 3 ATK 1 club +2 (1d4) MV
near S+2 D+0 C+0 I+0 W+2 C+3
AL L LV 1

36
1: ENTRANCE 6: TRAPPED HALLWAY
Archway (runed inscription, orcish): Sack (canvas, inner glimmer) at far
“ALL HAIL MIGHTY XARAXUTHRUC.” end.
▶ Enter. DC 14 WIS check or you • Tripwire (ankle-height) over
feel good about this place, that second tile. Fires darts at first and
it must be explored, and should second tile for 1d4 damage.
not be left. This is not a • Pressure Plates on fourth tiles.
restriction, just a feeling. Causes a scythe to fire at first PCs
in the marching order. DC 15 DEX
2: CORPSE or 1d6+2 damage.
Corpse (long-decayed, shortsword). ▶ Search Sack. Polished
▶ Search Corpse. Shortsword, chainmail worth 80gp.
caved-in helmet, 2sp.
7: SKELETON
3: STALLS Two Skeletons (in pieces).
Stalls (wood, dusty), toadstools ▶ Search Bones. Runed amulet: +1
(green spots) in floor cracks. max HP, cursed to smell faintly
▶ Eat Toadstool. 1d4 damage, of death. If not found, a skeleton
stomach ache. wears this upon assembly.
▶ Crush Toadstool. If applied to a ▶ Pass Room’s Center. Skeletons
weapon, 1d4 damage on a (SD 251) assemble into creatures
single strike. and attack the party.

4: SMALL CAVERN 8: STATUE ROOM


Violet light (dim, pulsing), dripping Five statues (robed figures) line
ceiling, goblin corpse (shriveled). alcoves along the walls, holding
• Giant Leech. (SD 229). Hidden on implements .
ceiling above the corpse. • Implements. From North to
▶ Examine Corpse. Wearing pearl South: hoe, plow, scythe, spear,
necklace worth 5gp. Leech net.
drops on party
9: N. SACRIFICIAL CHAMBER
5: DEAD END Central table (ceremonial, stone)
Wall writing (scratches, common): with a child’s corpse (male,
abdominal wound).
“I don’t want to build no more. He’s
• Examine Corpse. Liver is missing.
not coming back.”
▶ DC 17 INT to know Human liver
is used in some forms of
necromancy.
37
Wyot’s Body COMBAT
If Leofric is present, he weeps and • The Caretaker attacks the party.
throws himself at his brother’s • 1 worker per PC climbs onto the
body. Leofric is despondent, but platform and attacks the party.
thanks the party for their help. He • Every 3 combat rounds, 1d4
rewards the party with his +1 workers climb onto the platform
shield, and encourages them to at the furthest point from the
rescue Bille who must be deeper in. party and attack them.
• If The Caretaker dies, so do the
10: S. SACRIFICIAL CHAMBER workers.
Identical to area 9, but its table has • Loot workers. Find +1 Penitent’s
no body. Blood mars its surface. Mace, which deals 1d6 plus an
additional 1d4 damage and
11: CAVERN HALL always drips blood.
Carved Stone (crude), violet glow
(pulsing, periodic) offers no light,
THE CARETAKER
A once-powerful ruler left this
scraping and muttering ahead.
magical automaton to oversee the
12: CONSTRUCTION SITE construction of his fortress. It
resembles a hovering amethyst.
Large central platform (stone) lit by
magical braziers (blue light) AC 17 HP 15 ATK 1 magic missile +3,
surrounded by a 5-foot trench full MV near (fly) S-3 D+2 C+0 I+3 W+2
of writhing workers (SD 242 CH-3 AL C LV 2
peasants). Evasive. Darts away, avoiding close
At the platform center a boy is contact whenever possible but will
among broken boxes before a not leave the platform.
pedestal (brass) on top of which
floats a purple gem: The Caretaker.
AFTERMATH
• Leofric identifies the boy as Bille. If Bille is returned safely to his
▶ Search Boxes. Scroll of family, his parents will give the PCs
Protection From Evil (SD 68), 50 GP worth of gems. (2 XP)
scroll of Acid Arrow (SD 54), and If Leofric survives and Wyot’s body
two rolls on treasure table 0-3 is returned to his family (or at least
(SD 270). the story of his end), Leofric gives
▶ Interact With Bille. Refuses to the party his +1 bronze shield. His
leave or answer questions, parents mourn, and offer no thanks
insisting The Caretaker won’t to the party. (2 XP)
let him. After some moments,
combat begins.
38
The Tarwell
A level 1-3 Shadowdark adventure by Sam McKay

Abandoned for a century, these tar works were once vital to the local ship
building industry. Now the facility's pipes are leaking into the town's
water supply and monsters have nested in its winding halls.

1: MAIN ROOM
5 Steps lead down into a
rough-hewn stone
4 chamber. The walls are
lined with hissing pipes
that drip with hot tar
forming puddles. A large
pool of tar in the back of
the room bubbles and
churns.
• Intruder alert. 2
tentacles emerge from
tar puddles when a
1 creature enters the
room. They feel around
blindly for intruders. The
2 tentacles retreat when
defeated or if the giant
ocktar emerges.
• Large Pool. This pool is
the source of the tar. By
3 shutting off 3 valves in
other corridors, the pool
can be drained and the
RANDOM ENCOUNTERS
tar leaks stopped.
d4 Details Draining the pool
1-2 1d4 ocktars crawl along the walls exposes the giant
A broken pipe sprays tar on a random ocktar. It attacks the
3-4 adventurers when they
PC. DC 12 DEX or coated in tar.
return this room. 300 gp
lies at the bottom of the
pool.
39
2: EGG ROOM OCKTAR
A valve on the wall of this room is A land dwelling octopus with a
crusted in ocktar eggs that must bulbous, black head sack.
be cleared before it can be turned AC 10 HP 5 ATK 1 bite +1 (1d6) MV
• Those close to the eggs when near (climb) S +0 D +3 C +1 I -2 W +0
they are broken are sprayed with Ch -2 AL N LV 1
yolk. Tar Spray. DC 12 DEX or 1 damage
▶ This smell enrages ocktars. and covered in tar.
During combat they attack
anyone covered in yolk first. TENTACLE
A thick black tentacle with sticky
3: WRENCH ROOM suckers.
A broken pipe sprays tar all around AC 10 HP 9 ATK 1 slam (near) +1 (1d6)
this room. MV none S +2 D +2 C +0 I -2 W -3 Ch
• A blackened corpse clutches an -2 AL N LV 2
unusually clean wrench that
Grab. DC 12 STR or held. DC 12 STR
functions as a +1 mace.
on turn to break free.
4: ROCK FIGHT ROOM GIANT OCKTAR
A large valve on the back wall of A gigantic land octopus covered in
this chamber is blocked by 3 rough asphalt plates.
ocktars fighting over a rock.
AC 14 HP 15 ATK 2 tentacle +2 (1d6)
5: PUDDLE ROOM MV near S +2 D +2 C +1 I -2 W +1 Ch -
2 AL N LV 3
A tarnished valve in the center of
this room is surrounded by a wide Tar Spray. DC 13 DEX or 2 damage
puddle of tar. and covered in tar.

The Tar
Creatures coated in tar become extremely
flammable. If you are exposed to an open
flame (such as holding a torch) take 1d4 fire
damage each round until the flames are put
out. Removing the tar safely and painlessly
takes 10 minutes.

40
The Scorchard
A level 2-3 Shadowdark adventure by Sam McKay

Deep in the
tunnels of a
dormant volcano,

1 3 a strange grove
of trees bear
jeweled fruit.
Every 50 years a
magnificent
flame opal ripens
on the largest
tree, tended to by
5 4 a strange entity
2 7 known as the
Ember Gardener.

6
RANDOM ENCOUNTERS 2: GARNET ORCHARD
d6 Details Three trees made of twisting black
2 Lava Tube Worms iron with obsidian leaves. Each
1-3 bears 1d4 garnet apples worth 20g
searching for jeweled fruit
1 Rust Monster (SD 249) each. A 10’ wide stream of lava
4-6
sniffing out metal bisects this room with the trees on
the far side.
1: ENTRANCE
A steep flow of hardened magma LAVA TUBE WORM
descends into tunnels that branch A dog sized worm with a pale body
left and right. A pile of leaves made and a long red mouth that opens
of obsidian and an oversized rake sideways.
lie at the base of the slope. DC 10 AC 11 HP 10 ATK 1 bite +1 (1d6) MV
DEX when descending to avoid near (climb) S +1 D +0 C +2 I -3 W +0
falling into sharp leaves for 1d6 Ch -2 AL N LV 2
damage.
Impervious: Immune to fire
41
3: NURSERY 7: GLOWING TREE
Rows of metal saplings sprout from A gigantic tree made of red hot
garden beds made of pumice. metal grows from the floor of a
Behind the rows are a sooty spigot domed cavern. A single orange-
and a half melted bucket. Pumping sized flame opal hangs high in the
the spigot produces a slow stream branches of the great tree.
of lava. The first time the saplings Oversized gardening tools are
are watered with lava, they grow scattered about the cave. The
gem buds worth a total of 150g. The Ember Gardener tends the tree,
saplings wilt if overwatered with keeping it hot.
lava or watered with other liquids.

4: VENTY CORRIDOR Flame Opal Orange


Vents in the floor spew clear gas Absorbs 8 fire damage per day if
that causes the air to waver and socketed into armor or jewelry.
snuffs out any flames. Inhale: DC 12
CON or unconscious for 1d4 rounds.
THE EMBER GARDENER
5: IRON TANGLE An 8’ tall humanoid made from
A tangled thicket of five leafless black branches gnarled around a
black iron trees. Three Lava Tube glowing ember core.
Worms crawl through the branches AC 14 HP 24 ATK 2 shovel +3 (1d8)
feeding on glittering fruit. Each tree MV near S +2 D -1 C +2 I +0 W +3 Ch
bears 1d4 Pearidots worth 15g each. -1 AL N LV 5
Human sized or larger creatures Ember Spray: When hit with an
become snagged inside the thicket attack, creatures within Close take
reducing their speed to close. 1d4 damage. If hit by cold or water,
reduce this damage to 1 for one
6: THE FLOOR IS LAVA
minute.
A 10’ wide lava stream cuts through
Impervious: Immune to fire
the hallway.

The Ember Gardener


• Grows fire opals for its Efreeti masters on the plane of fire.
• Hates Pests. It will attack creatures that damage any trees.
• Speaks only primordial.
• If the PCs politely talk with the Gardener, it will allow them to take any
jeweled fruit but the flame opal in exchange for watering the saplings
in room 3 and exterminating the worms in Area 5.
42
Thrice Sealed
A level 3 adventure by Sarah Angell

You approach a small, ruined chapel. Over its doors is inscribed: “Here lies,
thrice sealed, a holy weapon, a force of relentless good.“

5
8

4 6 7 4

3
2
1

1: ENTRANCE 2: HARPY NEST


Wooden doors. Sealed with molten 3 harpies (SD 226) nest on top of
gold (25 gp worth), covered in the tower.
layers of dried blood. • Know the secret entrance and
• DC 18 STR or burn to open. hide the Golden Disc in their nest.
43
3: COLLAPSED TOWER 7: SIDE ALTAR
Heaps of rubble blocking the door. Candle stump, small bowl and an
• Clear the way. Teamwork needed. ancient document containing the
▶ Alerted. Acolytes (SD 194) will barely legible passages “…pure
be waiting in ambush beyond. gold…willing blood…cleansing fire“.
• Activate. Fire (e.g. candle flame),
4: ANGEL STATUES gold (e.g. coin) and freely given
Holding out a hand each. One blood (mere drops) opens secret
appears to bleed from a cut on door behind altar.
their palm, the other is coated in oil
and will catch fire easily. 8: LOCKED CHEST
• True nature. Petrified seraphim 20 gp, emerald (120 gp), scroll of
(SD 195). Protection from Energy (SD 68) and
▶ Restore. Will try to free their demonic idol of solid gold (50gp)
leader in area 9.
9: THE HOLY WEAPON
5: LIVING QUARTERS Skeleton of a gigantic winged
4 acolytes will chase out strangers humanoid pinned to a slab of stone
and warn them of the great evil by a golden longsword wreathed in
contained under the dome. eternal fire.
• Inquire about the temple. Know • Draw sword. Blood on hands or
no specifics. Daub the gates with 2d6 fire damage and DC 15 STR to
blood every solstice. pull out and unseal the remains.
▶ Belongings. Lantern, three ▶ Domini. (SD 195) Reforms over 3
flasks of oil and two ornate rounds, then restores seraphim
daggers (6 gp apiece). (area 4)
• Secret entrance. Visible from ▶ The Third Seal is awakened for
inside. Hidden behind tree. five rounds after being drawn
from the bones.
6: MAIN ALTAR
The Third Seal
Large block of stone with three
Draw your own blood with the
circular depressions.
blade (1d4 damage) to awaken it
• Ritual. Add fire (burning oil/
and deal an additional 1d6 fire
wood), freely given blood (1d4
damage with it for five rounds.
dmg) and at least 50 gp worth of
While awakened, the blade will
gold to open doors to Area 9.
urge its wielder to attack the
Golden Disc nearest lawful being. DC 12 CHA
The halo of a lost angel. Solid gold. to resist and take a different
Cast bless once per day. (100 gp) action that turn.
44
Warrens of the Deepwood King
A level 3 adventure by Sarah Angell

An ancient tree becomes the site of a civil war as anarchist fairies seek to
topple the mushroom king reigning betwixt its roots.

1
2
4
3
6
8
5 7

RANDOM ENCOUNTERS
d6 Details
1 2d6 fairies (SD 216) sneaking below ground to liberate the ‘shrooms
2 1d4 mushroomfolk (SD 236) heaping soil around exposed roots
3 A swarm of centipedes (SD 201) stirs under a thin layer of mulch
4 Ilu (Area 2) steps out of a tree root, ready to scold any combatants
5 A compost heap rises as a shambling mound (SD 251)
6 Dirt crumbles from the ceiling and puts out a torch.
Risky. Check for encounters every 2 crawling rounds.
45
FEATURES 2: HOLLOW TREE
Total darkness (except areas 1 and Trunk. Over 10 ft in diameter, large
2). Walls and ceilings are moist and opening between thick roots
crumbly soil, alive with burrowing leading into dark, cool and humid
insects and mycelial roots. interior.
Petrichor and fragrant plant rot. • Ensouled. The tree is home to Ilu,
a dryad (SD 213; grieving,
1: TREETOP overwhelmed) who has
Canopy. Lush green, casting absolutely had it with the fighting
abundant shade, abuzz with around her tree, but has not been
fluttering wings. Branches sighing able to broker peace thus far.
and creaking without wind. ▶ Mourning. Lived for decades
• Fairies. (SD 216) 2d8 of them will with Calum Amondis, a human
descend on any newcomers and king who gave up his throne to
ask about their occupations and be with her. He died of old age 3
origins. Nobles and royalists will months ago.
be given the cold shoulder. ▶ Reward for peace. A staff of
▶ Individualists. Make decisions vitality (casts restoration (SD 69)
by committee that are soon or cures 1d4 CON damage 1/day)
overturned. Inhabit an assort-
ment of colorful nests and tiny 3: WINDING STAIR
houses. Root. Soft, but sturdy shelf
▶ Backup. 32 fairies in total live in mushrooms and root stubs form a
the treetops. If attacked, the natural stair down into the warrens.
remainder will arrive in waves of • Spiderwebs. Densely woven, stair
2d6 per round until all are kept free. If trapped, DC 12 STR to
present or defeated. get free or unable to move.
▶ Casualties. 10 of their number ▶ Trapped fairies. 3 fairies (Marlo,
have fallen to their war on the Cantha and Rabrix) are stuck in
mushroom king so far (2 died in the web and call for help.
area 3, 4 died in area 7, 3 are Unarmed.
trapped in area 3 and one is ▶ Spider guard. 2 giant spiders
captured in area 5.) Recovering (SD 254) will attack if web is
lost fairies grants their rescuers disturbed. Obey the Mushroom
a vote in any community King (p. 48) and ward off fairies.
decisions. • Battlefield. Mushroom chunks
▶ Riches. 11 gp, a pearl of power litter the ground and “Long live
(SD 309) and a selection of the King” is written on the wall in
colorful feathers and ribbons. sparkly fairy blood.
46
4: MUSHROOM CAVE 5: PRISON
Farm. Many different species of Single cell. Ground covered in leaf
mushroom grow all over this cave. mulch, latrine hole dug into one
Ground is mulched in thick layers of corner.
leaves. • Inmate. Rixita (melodramatic,
• Farmers. 2 mushroomfolk (SD loud) fairy awaits sentencing for
236) tend to their crop of attempted regicide.
mushrooms here. ▶ Drastic measures. Claims to be
• Harvest. Ill-received. DC 15 INT to on hunger strike, but her dish of
find out a mushroom’s effect. fragrant oak cone is half eaten.
▶ Redcap. Rust-colored cap with • Entry. Barred by tree roots. DC 15
spongy underside, long, slender STR or cut (10 HP, double damage
stem. Causes 2d4 damage if by axes) to make a way.
ingested. Can be set on fire for ▶ Ilu. The dryad can command
1d6 explosive damage. the tree to move the roots aside.
▶ Bluewort. Squat, grey and ▶ Guard. One mushroomfolk just
knobby with deep blue outside bars.
lamellae. Gives immunity to
cold effects for 1d4 hours. 6: SECRET TREASURY
▶ Fragrant oak cone. Thick, Hidden door. Mushrooms grow in a
bulbous stem under scaly acorn ring on the wall. Soil and mycelium
cap. Can be used as 1 ration. between can be easily parted, and
▶ Fairy tuft. Leathery, pastel interweave into a closed wall the
yellow tufts with curly fringe next round.
fading to soft pink. If ingested, • Guard. A shambling mound, (SD
causes visions of a far-off place 251) submerged in a heap of finest
or being as per the scrying spell fertilizer (50 gear slots’ worth, 3
(SD 70), though no control over gp per gear slot from any farmer.)
target. Lasts 5 rounds. • Treasure. Lightning rod (club, 1d6
▶ Crested Trumpet. Pale gold additional lightning damage,
chanterelle, growing in clusters. 40gp), golden toothpick (+2 fairy
If eaten, DC 12 CON or drop to 0 sized shortsword, 25 gp), 3
HP. Water collected in the cap is emeralds and a metal box with
a paralytic (3 rnds). 300 gp, rusted shut.
• Pit trap. Hidden by leaf mulch, • Human skeleton. Overgrown
covered by dry twigs in a suspi- with lichen, but untouched by rot.
ciously open spot. Drops charac- Not undead! Calum Amondis,
ters down 20’ onto a layer of human king who gave up his
mulch in area 5 (no fall damage). throne to be with Ilu the dryad.
47
7: SQUISH ROOM MUSHROOM KING
Natural steps descending into a A huge, squat fungus with a
wider room. Empty save for a grouchy face and a dainty crown
wooden contraption at the far end. made of gold and jewels.
Steps continue further down to 8. AC 13, HP 27, ATK 2 slam +3 (1d10) or
• Stone ceiling. Wound with ropes, 1 rot touch, MV near, S +3, D -1, C +4,
translucent fairy wing stuck to a I +0, W +1, Ch +0, AL N, LV 6
dirty corner. Sunblind. Blinded in bright light.
▶ Tripwire. In front of passage to
Telepathic. Speak mentally with
8. 2000 pound stone slab falls
creatures within double near.
over passage. DC 15 DEX or 3d6
Rot touch. One piece of target’s
damage and stuck until freed.
gear made of organic matter rots to
▶ Winch. On far wall, raises slab.
uselessness.
Can be fixed in position so
ceiling slab can’t fall.
▶ Protection against kingslayers.
Has killed four fairies so far.

8: THRONEROOM
Living throne woven from tree
roots.
• Mushroom King. Bejeweled,
golden crown, human make. Very
vocal about the joys and benefits
of recycling and composting.
▶ Crown. Belonged to Calum
(area 6). Is of no importance to
Ilu, but prompted the
mushroom king to declare
himself monarch. Worth 300 gp.
• Mushroomfolk guards. Two of
them, would rather be farming.
▶ Loyal to the royal. Will fight and
die for their king, but also
wouldn’t care if he was no
longer a king and they could
stop fighting the fairies.

48
Elemental Mistakes
A level 3-5 adventure by Samantha O’Brien

Three apprentices tried to summon


elementals to overthrow their master, but
lost control and blew a hole in the tower!

HOOK
Two letters magically appear. The first,
signed by the mage Kalzamordek, offers
his crystal ball if you help him save his
tower! The second, unsigned, asks for help
killing the master in return for his staff.

FEATURES & ENTRANCES


Light: red flickering lights (lit on 4+ on the
encounter die), open areas match outside.
Doors: Self-repairing wood, DC 15 to break,
close automatically. Floor/Walls: smooth
stone bricks. Ceiling: 15 ft high.
• Front Door (lv. 2 / Area 7) on a cliff.
• Loading Door (lv. 1 / Area 3) by river.
• Holes in the sides (lv. 3 / Area 12, lv. 4 /
Area 16).

RANDOM ENCOUNTERS
d6 Details
Nearest Elemental (SD 215), on the
1
hunt for other motes/elementals
2-3 1d4 Elemental Motes (p. 52)
4-5 1d4 Animated Brooms (p. 52)
6 Nearest Apprentice (SD 196)

Deadly. Check for encounters every


crawling round. When encounters occur,
roll for two — the groups are fighting!
Random Elemental. To determine type,
roll 1d4: 1: water; 2: earth; 3: fire; 4: air.

49
1: SOARING COLUMN There Can Be Only One
Dragonglass walls (translucent, Every hour, 2 elementals fight!
invulnerable), zero-gravity and Whenever one dies, the victor fully
unearthly glow inside. heals and they all get stronger.
• Inside Glass (floating): golden • 4 left. Level 6 with 10 less HP.
amulet (50gp), 2 earth motes. • 3 left. Level 6 elementals.
▶ Look through: vague outlines. • 2 left. Level 6 with 10 more HP.
• To Enter: touch Pass Ring to • 1 left. Level 9 elemental!
phase through dragonglass. Order of Battle. Full elementals
attack if provoked (break doors if
2: STAIRS
necessary), but only chase other
Stone (sealed “top”, hole in floor on elementals. Motes want chaos, not
upper level), reversed gravity. conflict. Trapped in near distance
• Step on “Top”: fall to ceiling for to tower.
1d6 damage!
• Approach “Bottom”: gravity shifts 5: KITCHEN
to keep you from falling. Cooking fire, tables (wooden).
• Approach Fire: it’s a fire mote!
• Listen at Doors: Area 4: rushing
water, cracking wood.
Apprentice: Sylvie scheming to get
the Master Ring from Area 4.

6: DINING ROOM
Table & Chairs (sturdy wood).
3: LOADING DOCK • Listen at Doors: Area 8: stomping.
Double doors (wooden, unlocked),
crates (food) and barrels (wine),
7: ENTRANCE / FOYER
rubble (from small hole in ceiling). Red carpet (plush), glass pillar
• Listen at Doors: Area 4: rushing (translucent), glowing flowers (in
water, Area 5: gentle muttering. planters), ceiling hole (east).
• Step on Carpet: magically stuck!
4: STORAGE ROOM Touch a Pass Ring to unstick.
Crates (food) and barrels (wine), (note: carpet isn’t stuck to floor)
rubble (ceilling hole/wall crack). • Search Planters: Western one
hides a spare Pass Ring.
Water Elemental (SD 215) tries to
• Listen at Doors: Area 8: stomping,
flee through crack! (glimmer inside)
heavy. Area 9: splashing.
• In Elemental: spare Master Ring.
• Give path out: flees to river.
50
The Wizard’s Apprentice(s) 11: APPRENTICE BEDROOM
3 apprentices (SD 196) tried to 3 beds (simple, dirty) & footlockers
summon and command an (beat up). Floating door (no wall).
elemental, but lost control! • Under Beds: air mote (3 total),
• Sylvie (calculating, mischievous, hiding from Fire Elemental in 12.
chatty). She delights in chaos. • In Footlockers: clothes, books,
• Jax (cold, intellectual). He wants 13gp and 42sp.
to kill the others & take charge.
• Rowan (anxious, caring, quiet). 12: EXPLODED RITUAL ROOM
They want to fix things so Shattered floor (singed), floating
Kalzamordek won’t be mad. door (no wall), Dragonglass hole
Order of Battle. Fight only as a • Broken Stairs from #9, unstable!
last resort. Escape through the Fire elemental (SD 215) trying to
Soaring Column (#1). break the staff of the elements.
• Take staff: chases relentlessly.
8: BATHROOM • Destroy staff: dispel magic/etc.
Toilet (closed top), sink (faucet Elemental becomes friendly!
drips), bathtub (dirty), no ceiling.
• Open Toilet / Turn Faucet: each 13: LIBRARY
holds water mote! (2 total). Bookshelves (orderly), table (plain
wood, list of titles).
9: RUINED LOUNGE AREA • Call a book’s name: flies to you!
Earth Elemental (SD 215) smashes • Title List: books for ritual (in #10).
ruined couches, bedposts, and • Search Shelves: if trained, find 1
pillows into a nest. Half a ceiling. scroll per round: floating disc,
fixed object, levitate (1 of each).
10: APPRENTICE WORKSHOP
Shattered wall (singed) and stairs 14: UPPER BATHROOM
(rubble still floating), bookshelves, Locked (DC 21 or Pass Ring).
tables (wooden, scattered books). Toilet (gold), bathtub (gold), sink
• Examine Books: Contain info on (marble), shelf (toiletries).
Elementals, including abilities. • Search shelf: fancy soaps (50gp).
Notes detail the failed ritual.
Apprentice: Rowan is trapped in
Apprentice: Jax studies how to the bathroom with no ring!
regain control of the elementals! • If freed: Knows Jax stole Master
• Master Ring and 2 Pass Rings.
.

Ring, wants to give it back.

51
Kalzamordek the Keen STAFF OF THE ELEMENTS
Mage (SD 231; arrogant, easily Benefit. Wand of Summon Mote (as
distracted, bibliophile). Preparing animate dead (SD 54) but
ritual to draw from the elemental summons elemental motes) and
plane to teleport to the moon! Summon Extraplanar (SD 72, but
only elementals).
15: OBSERVATORY Curse. Each time your spellcasting
Locked (DC 21 or Master Ring). check fails, take 1d4 constitution
Telescope (golden, massive), shelf damage. If your constitution
and tables (notebooks, papers). reaches 0 from this effect, you burn
• Notes: triangulating stars for to death from the inside out.
obscure teleportation ritual.
ANIMATED BROOM
• Telescope: pointed at red moon.
Magically sweeps trash… like you!
Kalzamordek is trapped inside after
AC 11, HP 4, ATK 1 brush +1 (1d4) +
someone stole his Master Ring!
dust, MV near (fly), S +1, D +1, C +0,
Spare in the Storage Room.
I -3, W -1, Ch -2, AL N, LV 1
16: MASTER BEDROOM Dust. When hit, the target makes
Locked door (DC 21 or Master Ring). DC 9 Con or has disadvantage on
their next action as they cough.
Bookshelves (overstuffed), chest
(locked, as door), planters. ELEMENTAL MOTES
• Search Shelves: trained, 1 scroll Blobs of raw elemental energy!
per round: dispel magic, magic
AC 13, HP 10, ATK 1 slam +3 (1d8) or
circle, protection from energy.
Special,* MV near, S +2, D +3, C +1, I -
• Unlock Chest: Trap! If you pick
4, W -2, Ch -4, AL N, LV 2
lock, DC 15 CHA or turn to Newt!
▶ Inside: crystal ball (SD 302). Air Elemental. Fly speed + Gust.* All
within close DC 12 DEX or flung 2d6
Air Elemental (SD 215) trying to free
feet in random direction.
itself of tangled bedspread!
• Remove bedspread: 2 slots/100 Fire Elemental. Fly speed + Pyre.*
gp. Elemental bebcomes friendly! All in close DC 12 DEX or 1d6 dmg.
Earth Elemental. Burrow speed +
MASTER RING Quake.* All within near DC 12 STR or
Benefit. Works like a pass ring. In prone (½ speed to stand up).
addition, the bearer can control
Water Elemental. Swim Speed +
personal gravity within the tower.
Ripple.* All within near ½ speed.

52
Frozen Tomb of the Nameless One
A level 3-5 Shadowdark adventure by Samantha O’Brien

Brave deadly cold and alien foes to claim treasure, but don’t wake THEM!

Lost Souls
Long ago, this ship was
an exploratory spaceship.

5 It studied outsiders and


crash-landed here when
they escaped! The souls
of its crew hunger for

4 3 vengeance, and will


always attack outsiders
before any intruders.
2
1 Deadly. Check for
encounters every crawling
round.
If an encounter has
already been dealt with,
treat as Freezing Wind.

RANDOM ENCOUNTERS EXTERIOR & ENTRANCES


d4 Details Lonely Mountain (ice covering a
Freezing Wind. 3:6 chance 100 ft. tall pointed metal structure)
1 each torch goes out. DC 12 in a Frozen Lake (raging Blizzard).
CON or take 1 STR damage. • Cave Mouth. Ground level, to #1.
Void Spider. (SD 241), on the • Hole. 50 ft. Up on N. side, to #5.
2
hunt (sign: audible clicking).
1d4 Shadows. (SD 250). DUNGEON FEATURES
3 Attack isolated PCs. Recoil Light: None. Doors: sleek metal,
from light. slide open automatically. Corpses:
Joffrey & Ryna. (Bandits, SD withered, avian, ancient space suits.
197). Separated from their • Holes in ceiling lead to torn
4
party in the storm — “Kaz & metal passages (crackling wires
Lei must be somewhere!” block). Take 2 turns to traverse.
53
1: “CAVE” MOUTH 4: HAUNTED INFIRMARY
Entry (jagged, uneven), sleek walls Piled Bodies (drained husks)
(metal, scattered ash), rubble reaching for Table (mostly broken
(recently disturbed, blocks way to 3). glass bottles), Cave In (NW corner,
• Search rubble. Frozen corpses shattered metal, crackling wires).
(withered, avian husks, frozen into • Examine Corpses. Each turn, see
a scream), holes in ceiling. 1d4 gems (30 gp each, max 6).
▶ Search Corpses. Gem (30gp) ▶ Disturb Bodies. 3:6 chance, 1d4
attached to space suit. Shadows (SD 250) rise! Attack,
• East. Burning smell, snow prints. but recoil from Light.
• West. Intermittent crackling. • Examine Cave In. Find holes in
ceiling! To traverse, clear live
2: CONTAINMENT ROOM wires or DC 12 Con / 1d6 damage.
Two glass tanks (left: shattered, • Bottles. 3 healing sprays (heal 1d8
empty; right: pulsing violet lights), HP and 1 STR damage).
2 corpses (fresh, half-dissolved), in
Goop (charred, pulsing violet). 5: THE MASTER’S TOMB
• Corpses. Gear/flesh dissolved, Ice Crystals (fleeing withered
apart from arms with lit torches. corpses, soft white glow in center),
▶ Approach Goop. It attacks! 10 holes in ceiling (50 ft. up, platform
HP Primordial Slime (SD 241), under NE rupture, leads to alt. exit).
charred, translucent, strobing. • Central Figure. Glowing white
• Tank (Right). Floating metal rod. eyes, moves slowly (escapes in 3
Around it: 2nd Primordial Slime. turns). Rime Walker! (SD 241)
▶ Rod. Laser gun! As longbow of • Thaw Bodies. Rise as Shadows
the elven kings (SD 305), but fire (SD 250), attack Rime Walker!
damage / solar power. • Search Bodies. 3 gems on suits
(30 gp), Kytherian Cog (SD 305).
3: CENTRAL JUNCTION
Frozen Door to #5 (stuck), Alcove
(collapsed hallway to the south). The Frozen Master
• Melt Door. Torch: 1d4 + 1 turns. The Rime Walker is the source of
• Force Door. DC 20 STR. Loud! 2:6 the region’s icy climate. When it
chance to draw nearby foes. dies, the lake thaws, the ship sinks,
• Alcove. Provides wind cover and spring finally comes.
(Advantage on checks vs. Wind, It hungers to end life, will seek out
torch has 1:6 chance to go out). any intruders relentlessly, and will
extend its reign of ice if it escapes.

54
Terror of the Demon Cyst
A level 5 adventure by Michael Thorn

A hidden complex nestled on a cliffside overlooking the coast hides a


terrible secret of forbidden magic, depraved experimentation, and
demonic corruption.

RANDOM ENCOUNTERS
d6 Details (Risky; Check every 2 rounds)
1 Troll (SD 259) from room 5 scavenging food and treasure
2 1d4+1 Mutated Giant Spiders (room 7) seeking food
3 Mummy (SD 236) from room 3 repelling invaders
4 Wraith (SD 265), tormented and mad, lashes out at the living
Demon cyst growth (p. 56) slithers up the body of a crawler
5
holding a light source and seeks to snuff it out
Gibbering Mouther (SD 220) stalks the crawlers, attacking
6
those that succumb to its gibbering
55
OVERVIEW 1A: ENTRANCE HALL
A pair of mated trolls have nested Stairs lead down to short hallway.
in the remains of a wizard's Door in the North wall has a
laboratory guarded by a corrupted demonic head on it. East wall has
mummy cursed to remain within! large painting on it. South wall has
Crawlers must race a band of a gargoyle head on it. Green liquid
duergar looking to loot the facility stains the South hallway.
before it can kill them both! • Large Painting. (50 gp) depicts a
figure standing before a painting
DEMON CYST GROWTH in a hallway being simultaneously
This living, demonic tumor seeks to shot with a dart from the left and
corrupt and transform living beings. an acid arrow from the right. Two
• Corruption. DC 15 CON check iron wires connect through the
when in contact or become wall to the traps.
corrupted. While corrupted, the ▶ Move the painting. Triggers
target cannot regain HP. Until both traps unless wires are
cured, the target loses 4 HP every severed (see below).
24 hours as its features begin to • Demonic Head. Poison dart trap,
distort, bones melt, and eyes triggered by opening the door or
sprout all over its body. Once the moving the painting. DC 15 DEX
target is reduced to 0 HP by this check or 1d6 damage + paralyzed
effect it is transformed into a 1d4 rounds.
gibbering mouther (SD 220). This • Gargoyle Head. Acid arrow trap,
effect can be removed by a triggered by approaching within
Restoration spell or by bathing 10 feet of the eyes or moving the
the target in holy water. painting. DC 15 DEX check or 1d6
Use violet fungus statistics (SD 261) damage per round until acid is
and Corruption check on hit. washed off or neutralized.
Emerald eyes (20 gp each).
DEMON CYST COMPLEX
Built by wizards surrounding a
spontaneous demon cyst growth.
Complex is cool and dark inside.
• Small candles. Spread out along
the floor. Light is eerie and
minimal. Treat as darkness.
• Built in tiers. Descend the
cliffside to the beach below.
• Alternate entrances. Stairs at 3a
or docks at 5a.
56
1: DEMONIC CYST ROOM 3: MUMMY ROOM
An enormous demon cyst growth A channel of quicksilver (mercury)
(p. 56) overflows from a stone vessel runs down the center of the room.
in the center of the room. Four A wooden plank "bridge" lays on
pillars surround the vessel. Faded the North side of the channel. Four
magical sigils are inscribed on the sarcophagi are set around the
floor. Worktables, bookshelves, and channel. Two chests are set on
storage cabinets are set around the tables against the East wall. A large
perimeter. chair sits in the Northwest corner.
• 6 duergar (SD 213). Four search An iron portcullis leads North and a
through the room, two probe the door leads South. There is a
Northeast hallway afraid to pass portcullis crank on the North wall.
the webs. • Mummy. (SD 236) Last of the
• Books and notes describe the wizards who built the complex,
discovery of the demon cyst remains here as its eternal
growth by a group of wizards guardian repelling any invaders.
who tried to experiment with it, 4:6 chance to be present,
subjecting different creatures to
otherwise patrolling the complex.
its corruption.
Has keys to open all doors.
• Touching the large growth causes
• Quicksilver. Poisonous to touch,
a demon cyst growth to detach
and attack whoever touched it. DC 15 CON or take 3d6 damage.
• Sarcophagi. Contains skeletal
2: ELEMENTAL FOUNTAIN remains of dead wizards. Small
An enchanted fountain covered in case at the foot of each contains
magical sigils sits against the South their shriveled organs.
wall. • North Chest. Contains a Wand of
• First person to drink from the Fabricate (SD 60; cursed: wielder
fountain summons a lesser water must drink blood each day or take
elemental (SD 215) under their 1d8 damage).
control for the next 10 rounds. • South Chest. Contains a
Golden Puzzle Box (200 gp) and
100 sp

3A: BEACH STAIRS


The beach lies 30 ft. below the top
of the cliffside. Humanoid
footprints lead up a staircase to the
complex. Unlocked stone doors
lead into a short hallway and
another unlocked door leads into
room 3.
57
4: TROLL TRAP 5A: DOCKS
Southern portcullis can be Docks overlook the sea. A small
operated from room 3. 2 gargoyle rowboat is tethered to the North
heads with fire opal eyes sit above dock. Unlocked doors lead into
the doorframe inside the room. room 5.
Smoke slowly pours out their • 2 x 60' Rope, 10 iron spikes, and a
mouths and the doorway is warm. Grappling Hook can be collected
On the other side is a mess of here.
smashed furniture and debris
between four pillars in the room. 6: SPECIMEN ROOM
East and North doors are locked. Metal cages of varying sizes are
• A ravenous troll (SD 259) lurks in spread around the room.
this room having been
Worktable in the South half of the
accidentally sealed inside for
room with inert chemicals. Large
some time. Their mate dwells in
cage on the North side of the room.
room 5, but they are driven mad
West and South doors are locked.
by hunger and the need to
Cages contain only the bones of
escape. Make reaction check at -2
their former occupants. Crates
penalty.
contain spoiled foodstuffs.
• Fire trap. Triggers when passing
within 10 feet of the gargoyle 7: SPIDER ROOM
heads sending out a line of fire
This room is choked with
within Near in front of them. DC
spiderwebs with a spiral staircase
15 DEX or 2d6 damage and wrapping around the North wall
flammable objects catch fire. leading to a platform 20 feet up in
▶ Removing the eyes (25 gp each) the center of the room. The
from both gargoyles disarms platform holds a statue depicting a
the trap. human woman in robes with a
growth of some kind covering her
5: TROLL LAIR arm.
A long room lined with pillars. Filth • 4 mutated giant spiders lurk
and two piles of ratty furs cover the within the webbing in this room.
floor. Barred windows in the East Use giant spider (SD 254) stats
wall let light in from outside. with additional attack options Life
• A troll (SD 259) lives in this room Drain (1d4 CON damage. Death
worried about its mate in room 4. at 0 CON) and Sonic Blast (One
• Amid the ratty furs is the trolls' creature in near (+3, 1d6 damage)).
treasure: 30 cp and 100 sp. • Statue is surrounded by 5 golden
eggs (10 gp each) that will hatch
into mutated giant spiders in
1d20 days.
58
The Word-Eating Wyrm
A level 6 adventure by Sam McKay

The Great Library of Bizora juts from the rubble of a fallen metropolis.
Scholars would pay handsomely for the precious texts stored within, but a
strange dragon named Bibloraxi has claimed the library as her own.

1 2 3 6 7

RANDOM ENCOUNTERS • Secret Back Entrance. On the


Exterior: 2 gargoyles (SD 216) rear of the building is a secret
door leading to the Main
Interior: 1 book mimic (SD 232)
Collection near the dragon
1: LIBRARY EXTERIOR Bibloraxi’s Hoard (Area 7).
▶ The door is barely visible as a
A stately building built with fine
seam in the stonework. Two
grey marble, now chipping with
gargoyles loom over it along the
age. This library is the sole building
roofline. One of the gargoyles
standing in the ruins of a once
holds a sword, the other holds a
great city.
quill that acts as a switch to
• Front Entrance. Towering brass
open the door.
doors flanked by two stone
gargoyles lead inside the library
to the Vestibule.
59
2: VESTIBULE 4: RARE BOOKS ROOM
The inside of the library is pitch Magically locked by a Crystal
black. Two sets of closed wooden Paperweight held by Bibloraxi. The
double doors lead into the Check glass cases in this room hold
Out Room. The vestibule is empty historic documents, magical
except for stacks of books piled journals and antique maps. These
high next to each door. rare and fragile texts are worth
• Book Stack Trap. The book stacks 500gp. One of the maps shows the
have been rigged to fall when the location of the ruined city’s bank
doors are opened. DC 14 DEX or vaults.
1d6 Damage from falling books.
The noise alerts the kobolds in 5: QUIET STUDY
the next room. This room is under a perpetual
silence spell (SD 71). 7 kobolds sit
3: CHECK OUT ROOM around small tables reading.
Several unusually well-read kobolds
hide behind a highly polished 6: MAIN COLLECTION
check out counter. Doors on the This cavernous room is lined with
back wall lead to the Main book cases, with several more
Collection, the door on the right shelves in the center extending to
wall leads to the Quiet Study, and the ceiling. Two balconies run down
the locked door on the left wall the left and right sides of the room,
leads to the Rare Books Room. with ornate steps at the front and
• The Paper Cut tribe: 4 kobolds back of each.
and 3 kobold sorcerers (SD 228). • Secret Door. A book shelf in the
▶ The tribe serves Bibloraxi, the back left side of the room
dragon that dwells deeper contains a single row of books,
within the library. one of which has claw marks on
▶ They resent not having access the spine. Pulling it opens a
to the Rare Books Room. secret door in the back wall of the
▶ They know that the dragon library that Bibloraxi uses to enter
holds the key to that room, an and exit.
enchanted Crystal
Paperweight.
• Greased Counter. The top of the
counter is greased, DC 15 DEX or
slip and fall when trying to move
across it.

60
7: THE HOARD BIBLORAXI
Piled in the rear of the main EATER OF WORDS
collection is a hoard of books, upon Papery brown scales cover this
which a sepia-scaled dragon sleeps. dragon’s slender form. She reeks of
• Bibloraxi, Eater of Words. Spends ink, her foreclaws and lips stained
her time reading and collecting black.
more material for her hoard.
AC 15, HP 50, ATK 2 rend +7 (2d6) or
▶ She values rare texts and
1 scroll breath, MV double near (fly),
silence.
S +3, D +3, C +3, I +6, W +4, Ch +4,
▶ She tolerates the kobolds that
AL N, LV 11
serve her but thinks they are too
Scroll Breath. Bibloraxi eats a
lowly to handle her finest books.
random magic scroll and gains its
▶ A gleaming Crystal
effects as a breath weapon. All
Paperweight rests on a cushion
breath weapons extend from the
next to Bibloraxi (worth 50g,
dragon. Roll 1d6:
unlocks the Rare Book Room.)
• 1: Knock. A deafening blast fills a
• Searching the hoard. 6 magic
near-sized cube. DC 14 CON or
scrolls (one of each type on
2d6 damage. Any windows/doors
Bibloraxi’s scroll breath table),
in the area fly open as well as all
Spectacles of the Wyrm and
containers held or worn by
various texts worth 100g
creatures.
combined.
• 2: Teleport. Targets within a near-
sized cube randomly swap
Spectacles of the Wyrm positions.
A 2’ long pair of pince nez sized for • 3: Floating Disk. A force disk
a large creature. The lenses of the blasts forward in a line (far). DC 14
glasses translate any text viewed DEX or 2d6 damage and knocked
through them to draconic. down.
• 4: Web. Fills a near-sized cube
with webs. Creatures inside are
stuck and can’t move until they
make a DC 13 STR check.
• 5: Fireball. Near-sized cube of
flames. DC 14 DEX or 3d6 Damage
• 6: Lightning bolt. Line (far) DC 14
DEX or 2d6 Damage.
Disadvantage if wearing metal
armor.

61
62
DUNGEON EVENTS
By Mike Kuhns (CritFail.Press)
d8 Event Description
A rival adventuring party (an Acolyte (SD 194), an
Apprentice (SD 196), a Bandit (SD 197) and a Thug
1 Competition
(SD 259)) has come to plunder the dungeon. Will
bide their time and eventually betray the party.
An army of hostile raiders arrives outside the
On the dungeon. Periodically, they send troops into the
2
Doorstep dungeon. Whenever the party enters a room, 1:6
chance that 1d4+2 Soldiers (SD 252) are present!
An earthquake strikes and the PC’s must make a
DC 12 DEX check to dodge the falling debris. The
3 Earthquake!
earthquake may have altered the state of the
dungeon or its inhabitants.
Roiling purple storm clouds form above the
Magical dungeon. The DC to pass any spellcasting check
4
Meteorology is increased by 2. Magic items cease to function
altogether until the storm ends in 2d12 hours.
The physical location of the dungeon is
Adventure transported elsewhere in the world. Roll 1d8:
5
Relocation 1. Desert 2. Tundra 3. Lava flats 4. Forest 5. Jungle
6. Rocky coastline 7. Bustling city 8. Swamp
A fell wind whips up from somewhere else within
Lights and the dungeon, immediately extinguishing all non-
6
Doors magical flames and slamming shut all doors that
have not been securely fastened in some manner.
Sharp metallic spikes erupt from the ground
The Growing throughout the dungeon, dealing 2d6 damage to
7
Roots anything they touch (DC 9 DEX to avoid when
travelling).
A dragon (choose a type from SD 210-211) named
Rexxicorius has laid claim to the dungeon. They
pursue the Party through the dungeon, believing
Under New
8 the PCs are intruders. If the PCs offer to serve
Management
them, they will send them to another dungeon in
Shots in the Dark to recover a treasure or defeat a
rival.

63
RANDOM ENCOUNTER GENERATOR
By Charlie Sloper
Roll as many times as needed, normally thrice
d20 Adjective Verb Noun

1 Undead Rampaging Tax-Collector

2 Furious Despairing Lich

3 Murderous Summoning Dragon

4 Flaming Vomiting Ooze

5 Exhausted Dying Priest

6 Anxious Gambling Troll

7 Lonely Fleeing Politician

8 Disgusted Growing Goblin

9 Slimy Healing Pirate

10 Drunk Dueling Acrobat

11 Crystalline Cooking Bard

12 Petrified Painting Tree

13 Gargantuan Praying Urchin

14 Generous Drinking Crow

15 Clockwork Digging Clockmaker

16 Wealthy Sleeping Witch

17 Miniature Eating Blacksmith

18 Gilded Singing Wizard

19 Jubilant Philosophising Angel

20 Lovestruck Dancing Wizard

64
Adventure Filler
If your shot fired too rapidly, the way home may bring...
d20 Encounter
1 An archmage sets the party to finding flowers. [roll again for where]
2 8 bandits ambush the party, but half of them got lost / are late.
3 A merchant tries to make camp, dryad keeps stealing his firewood.
4 A bard locked himself out, asks the party for help. It isn’t his house.
5 A druid stuck as a wild boar charges the party, mad with fear.
An assassin (targeting a PC) is trapped amidst scorpions. Scattered
6
clues (broken scorpion tank, picture of PC, poisoned dagger).
A knight asks party to witness duel with a reaver who murdered the
7
knight’s family. She knows she will lose, but is honor bound to fight.
8 A priest tries to convince mob to burn PCs as witches. He’s bad at it.
9 Dueling gangs each say they’re secretly guards and want PC help!
10 A pirate with a treasure map flees 3 crewmates, right into the party!
11 12 goblins perform “Saga of the Ice Queen”, pickpocket attendees.
12 5 bickering fairies rope PCs into tea party, leaving offends them.
13 2 trolls make PCs settle argument: whose skin has the best fungus?
14 2 giants play chess with humanoids - and they’re down a few pieces.
15 Orc noble & 4 orc retainers conscript party to fight native centaurs
16 5 ettercaps celebrating, invite PCs to swing at pinata full of spiders.
17 4 musical skeletons need a singer to help impress their mummy.
18 Nightmare looking for its master! Communicates with fire belches.
19 Vampire attacks! But too heartbroken to kill anyone. Starts crying :(
20 The Wandering Merchant moving clearance! [roll 2d6 treasures]
Table by Samantha O’Brien. #2-4 by Javelin. #16 by MochNessLobster.

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