Shots in The Dark 1
Shots in The Dark 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
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
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
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!
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
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…
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.
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.
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
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
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.
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.
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.
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.
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
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
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.
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)
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.
.
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.
54
Terror of the Demon Cyst
A level 5 adventure by Michael Thorn
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
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
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
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.