2023-No Artpunk Winners Circle

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023
ONEPAGE
DUNGEON CONTEST

WI
NNER’
SCI
RCLE
AND HONORABLEMENTI
ONS
Overall Winner
Yay! We won! So now what? By Justin Evans
You managed to slay the Dracolich! The battle was action packed and you
all looked super cool, but the ruins collapsed, sending you all tumbling down
into the �looded cavern below. Now the water seems to be quickly rising
around you. Time to �ind a way out, while hauling as much treasure as you
can!

Runner Up
Recipe for Adventure - Rise of the Undought
By Daniel “Salynrad” Sluschny
A Necromancers evil plan to asphyxiate a town in bonedust meets an overzealous baker,
mayhem ensues and the heroes are thrown into the middle.

Presented as a recipe in 4 courses.

Theme Winner
Fall, Rise, Repeat By Daniel James

A one-page, vertical dungeon for players that believe themselves unworthy of death,
seeking to rise once more and stand amongst the living.

Youth Winner
Temple of the Sun By Brandon Evans

The characters stumble into the Temple of the Sun. They must face its challenges and
recover the four elemental gems to unlock its treasure.

Youth Theme Winner


The Shadow in the Sun By Lina, Hendrik and Joaquin
You wake up in a room full of diamonds. A sun being tells you that you have to help
him and his people to save the sun from the shadow creatures …
Winners’ Circle
5 Feet High and Rising Tom (Tremendous) Martin

A “Quick-and-Easy” 5-Step Multi-Level Connor & Evan Murphy


Monument to Self Help

They Dug Too Deep Felipe Tuller

Bettie Krocker Michelle Boivin - Carriere

On The Rise P.J. England

Unbidden Ascent Roger A Speer Jr

Keep of the Troll King Larry Z. Pennyworth

The Relentless Dead Matthew Bulleyment

The Stygian Coil: Secrets of the Azagathalus Wyrms Ramsey Hong

The Swarm, The Spore, and the Root Tallis Clark

Honorable Mentions
Sisyphus’ Burdern Adrien Nivaggioli

Enemy Mine Rebecca Bennett

THE INVISIBLE HAND lynchpoet


Yay! We won! So now what? by Justin Evans
With bravery, some skill, and a whole lot of luck you managed to slay the dracolich that had taken over the ruined
fortress of Dwemerhold. The battle was action packed and you all looked super cool … buuut … the ruins collapsed
in the battle, sending you all tumbling down into the cavern below. The thigh-high water at the bottom cushioned
your fall a bit, but now the water seems to be quickly rising around you. Time to stop listening to flavor text and
find a way out … while hauling as much treasure as you can of course!
Corrupted Shrine L4
The shrine and magic circle have been corrupted by

EXIT! the Necromancer. He has trapped a demon inside to


do his bidding … who might be bargained with.

Undercroft L3
The Treasure The crypt for the nobility of Dwemerhold,
Cult Temple L4
The party starts with 20 treasure. desecrated by the Necromancer when he raised his When the Corpse Knight isn’t busy doing
Corpse Knight. The remaining spirits are vengeful. stabby things for the Necromancer, he
If a character fails a skill roll but they
usually hangs out here bragging to cultists.
still want to succeed: lose 1 treasure
If a character would die but leaves Reflecting Pool L3
some treasure behind to avoid death:
lose 3 treasure Dead lights float and beckon... Quarters L4
Until recently the
If the water level rises and floods the
Necromancer served the
level they are on: lose d6 treasure
Catacombs L3 Dracolich. Now he’s
probably super mad!
Burial niches where the faithful of Dwemerhold had
been laid to rest. Some of the occupants have been
animated by the Necromancer to deal with goblins.

Embalming Room L3
The Sneaky Tunnel L2 The Necromancer uses this room to animate the
dead. Most recently he has been working on
The goblins are working on a tunnel to try to sneak something that combines a mix of ’spare parts’...
around the Necromancer’s experiment. A few good
whacks could open up a crack into the Catacombs.

Goblin Camp L2
The Rising Water
The band of goblins have been raiding ‘loot’ from the
The caverns are flooding and the party tombs above, but recently the tombs have been plagued
will have to move quickly. The water with undead. They’ve barricaded the stairs leading up.
rises one level (starting with Level 1)
every 60 minutes of play. Not in-game
time, actual play time. Set a timer.
Rat Pen L2
When the water rises, the party has
to scramble and swim as fast as they
Start Here! Junk Garden L2
This is the goblins’
Them’s good eatin’ ... and
they will probably swarm if
can. In the process they will lose d6 trophy room to show the gates are left opened!
treasure. Then the GM moves them to Natural Chasm L1 off all their ‘loot’ and
a starting point on the next level up. Now filled with debris and a dead dracholich ... it also doubles as a
q Water Level 1 (L1) which is preventing the water from draining. garbage pit.
q Water Level 2 (L2)
q Water Level 3 (L3)
q Water Level 4 (L4)
Waterfall L1
There are pillars here that are more
Epilogue ancient than the ruins above. Water seems
Underground River L1 to be rushing from the crack in the stone
Once the party finds the exit, together
A Deep Elf scouting party came here after hearing with more force than normal.
answer these questions:
Muck Pit L1 the battle with the dracolich. The collapse blocked
Who is doomed? For every 5 treasure
their path home. They eye the party’s treasure.
lost, one character is doomed to an Filled with nasty
unhappy ending. Roll dice to see who. sludge and glowing
Who betrays whom to get more
mushrooms. A thrown Credit and Licensing Influences
mushroom will release
treasure? sticky glowing spores. Map created using Dungeon Scrawl Open Beta v1.5.1 CC0 The Shadowdark RPG
What do the rest of the characters Map artwork by Mark Gosbell CC0 The Forbidden Island board game
do with their riches? Additional artwork licensed through Shutterstock Lots of past great one-page dungeons
Created by Justin Evans under a Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) license (https://creativecommons.org/licenses/by-sa/4.0/)
Recipe for Adventure

Rise of the Undought


4 Courses of daring-Dough-Action
By Daniel “Salynrad” Sluschny Ta
ver
n

Before beginning to serve, prepare a budding, When all is ready, with a grand ritual they will
Also prepare the Baker Golly Ovenrest to bake
bright eyed Necromancer with the grand plan of begin to reanimate the bonedust and wreak havoc
almost all the flour into tasty pastry, bread and
milling his skeleton army down to dust, mixing it in the city, asphyxiating all resistance and leaving
noodles among other things.
with flour and smuggling it into the city. the bodies as intact as possible.

1st Course - You mead in a Tavern


Ingredients Begin by serving the Adventurers a merry Tavern with a bread-based lunch as your Necromancer
◆ A Tavern with good Company outside of Town begins his vile reanimation ritual prompting the pastry to rise and attack the people.
◆ 2d6 slices of unbread (innate at first) Topped After a while, sprinkle the attacking slices of unbread into the Tavern next to the Victims choking on the
with slices of cheese, meat and tasty spreads.
unbread attempting to crawl down the wrong pipe. (Heroes may become Victims as well)
◇ The deal blunt damage on hit (as per
Catapult Spell) or fly into targets mouth to They will die in 1+1d4 Rounds if no Heimlich Maneuver (using appropriate Skills) is administered to
choke them on a Critical Hit. them. How much Time is left can be determined by performing an easy Perception or Medicine Check. If
◇ Defeated with 1 hit or when dowsed. they die they rise as Zombies in the next Round.
◆ 1d4+2 Victims that will soon start to choke To top it off let the taverns cook who is being strangled by the Spaghoulti Monster stumble out of the
from the unbread slices.
kitchen as things are calming down.
◆ 1 al-dente Spaghoulti Monster
◇ Ghoul Stats but weak to slashing, The Spaghoulti Monster will try to grapple and Strangle everyone getting close, throw seering hot
resistant to blunt & piercing. Meatballs at those who try to keep at Distance and no, it does NOT fly.

2nd Course - Following the Breadcrumbs


As a small palate cleanser after defeating (or fleeing from) the Spaghoulti Monster, let the Heroes piece
Ingredients
together what happened.
◆ City Streets in chaos and disarray
Impeccable garnish of the unfolding events (and help from survivors if neccessary) should ensure that
◆ Survivors of the previous course
they conclude that all the freshly made wheat-based food in this area of town has come to life and started
◆ City Guards and distressed bystanders
to murder people.
◆ 1 Very dry Wraifer (A Wraith made of Wafers)
◇ Wraith Stats but becomes weak to blunt Let them ponder at where these baked goods come from and pray they want to investigate.
when being dowsed in Milk, Immune to The survivors or concerned guardsmen could offer a reward to motivate them if neccessary.
non-magical otherwise.
This will be easy if the cook survived, otherwise it may take some targeted questioning to find out that
◇ Attacking when it is dry causes crispy
everything risen to live has been sourced from the same bakery: Ovenrest on Silver Street.
wafershards to get everywhere
itchy, causes disadvantage until a bath has As the heroes head there they will encounter a Wraifer in the streets. They’ll have to either dodge it,
been taken. dowse it in milk, or fight it and get wafered.

3rd Course - A Baker in knead


As the heroes arrive at the bakery, serve them an assault of two half-
Ingredients
baked Sachertoten* that escaped the oven and wobble along the floor
◆ 1 Disshelved and chaotic Bakery like pseudopods. * This is a word play on Sachertorten. Tot means dead in german
◆ 2 half-baked Sachertoten*, escaped the oven
Golly lies in a corner struggling for his life (he's being asphyxiated by a
◇ Black Pudding Stats, counts as Undead and
Bonedust-devil has only 1d4+2 turns to live (counting from the start of
cause no acid damage.
the fight against the Sachertoten*.
◇ Take half-damage until completely baked.
This time a Heimlich Maneuver isn’t going to cut it, however pumping
◆ Baker Golly Ovenrest, choking from a: out his lungs with a bellows, liberal use of magic or turn undead
◆ Bonedust-devil(s) to taste (at least 1) expells the Bonedust-Devil and saves him for now, just for the
◇ Invisible Stalker Stats, counts as Undead monster to attack the heroes instead.
ry

& is killed by any amount of fire.


If the heroes catch on to the fire trick, serve them some more
ke

◇ Always visible (flour in the air), attacks by


Bonedust-Devils and let them feel awesome for instakilling such
Ba

asphyxiating target from inside.


dangerous foes.

4th Course - Bones Round


With most of the bone-flour turned into pastries that can be dealt with or burned to a crisp, serve the
Ingredients
heroes the last remaining question: who is behind this and where did it come from?
◆ A Mill by the River, lying eerily and shrouded
in cloying mists. You can serve them the answer in form of one conveniently labeled sack of flour, or (if all of them are
◆ 1 Necromancer, disguised as a miller burnt, have thee Baker Golly from the last course the mills name. If Golly is unavailable, a choice NPC
close by remembers where Golly has taken the sacks from and if they head there they’ll find a carriage
◆ 1 Zombie that was previously a miller
with the mills name, haunted by some more Undought of your choice.

When they venture out of town serve them the Mill. The Necromancer, in guise of the miller whom he
Mi killed upon completion of the work, opens the door but takes some time as he needs to put his dark ritual
ll on hold (not knowing it has failed due to an overzealous baker)

He’ll try to get the heroes out of his hair by being pleasant and playing dumb at first but will serve them a
beating if they don’t comply, sending the miller Zombie against them. If the fight is too easy, consider
whipping up a few skeletons or more bonedust-devils from the last course.

After the Necromancer and his minions have been dealt with the haunting ends.
There is a chance the heroes believe the necromancers lies and maybe tell him about the situation in town
at which point he’ll know his plans have been foiled and abandon ship right after the conversation.
The Shadow in the Sun
You suddenly wake up in a huge, pretentious hall filled with diamonds and furniture that was all
colored in bright yellowy gold. A being, which you can't recognize because it's shining so bright,
sitting on a throne starts talking:

“You have been chosen to save the sun from the shadow trying to take us over! The shadow
beings have been waiting a long time to defeat the light beings, which make the sunshine,
so the sun is forever dark. They are in the center of the sun, waiting until tonight,
so they can eliminate us, leading to the sun never rising again. Will you help us?”

You agree to help them.

The sun ruler explains to you what awaits you in the dungeon:

The first step is to go to the weapon dealer to get weapons for the mission. The difficulty is
that the dealer is very sketchy, and because you don’t come from the sun, he’ll try to scam you
to get more money or give you weapons that don’t work. If you try to defend yourself, he might
end up killing you, so what you need to do is be as careful as possible. From him, you'll need to
buy Darkvision and the weapons or enchantments of your choice but be careful; shadow beings are
immune to weapons using fire. The most effective weapons are metal, wood, or light-related weapons.

The second step is finding the secret passageway inside the weapon shop to the inside of the sun.
There, you’ll find a room (1) full of traps designed to kill you. You’ll need to find the traps
and then find a way to get around them. The traps are not only on the floor tiles but on the walls
too. The traps include the floor disappearing, the walls crumbling, or highly venomous lizards
being thrown at you. All the traps could instantly kill you, but luckily the room isn’t that big.

Once you’ve escaped, the next room (2) awaits you. There, you’ll have to fight your first group
of three shadow beings, which will protect the next rooms at all costs, even at the cost of death.
The downside for you is that the room is incredibly dark, so you’ll need to have Darkvision to even
have a chance of making it out. The shadow beings have very powerful weapons, which can each kill
you with three hits. Their problem is that the sun beings have gifted you very powerful shields, so
not every attack reaches you, but you’ll still need to be careful and kill them as fast as you can.

In the next room (3), there’s venomous fog, which can kill you fast, but the door to the next
room is closed, so you have to find a key for the door. The difficulty is that the room is
filled with a lot of things, ranging from antique teacups to fluffy pillows, making it hard to
find the right key. The time until the rise of the shadow beings to the surface of the planet
is getting shorter every minute, and once they’ve gotten to the surface, nothing can stop them.

In the penultimate room (4), a huge shadow


beast is waiting to kill you. It could devour
you instantly, but it has one weakness:
it is deadly allergic to bread and salt.
You can buy bread in the weapon shop,
but salt can only be found in the fourth
room, so you should not only look for a
key but also salt to defeat the monster.

The last room (5) is filled with shadow


beings, which you’ll have to kill as 1
fast as possible because there’s only
half an hour remaining until their 5
rise. With the right weapons, it’s
easier to kill them, so choose wisely. 2 4
If all goes well, the sun shall rise;
if not, we're doomed, because with the
3
sun, all of our solar system goes down.

Are you up for the challenge?

Lina (15), Hendrik (13), Joaquín (11)


July 2023

http://creativecommons.org/licenses/by-sa/4.0
5
Five
A hideous alien monstrosity , imprisoned centuries ago,
driven MAD by loneliness. Should anyone have the misfortune
to understand it’s ramblings, insanity checks are a MUST. It
thrashes round the chamber, dealing out crush attacks on anyone
fool enough to get close.
It cannot be killed by normal means, but can be reduced to a
torpor state should the water surrounding it cool to near
freezing.

g
F e e t h ig h a n d r is in Though untouched for
centuries, there is plenty
that will get you killed:
THrEaTS
A derelict temple, devoted to a long a The irate remains of the Undead Librarian stalk
forgotten god, deep beneath the city streets. the corridors, searching for his keys.

1
a Skeletal cultists drag themselves through the
A map guides the party deep into dark on their remaining limbs, clutching nubs of
the SEWERS to a rusted daggers, chittering
huge cast iron wheel. unsavoury thoughts.
Turning it (STR) a6 inch Tentacle Tips
diverts the flow, that have developed
revealing a hatch for a few sentience, severed
seconds... before the wheel rotates by tomtremendous
back and water floods back in. themselves from the monstrosity and formed a
The FIX: someone stays back, peaceful collective, dreaming of escape to a
holding it in place, break the fresh mountain river. Hopefully their
mechanism (STR) or disables attempts at communication by telepathic
it (INT). sucker to the forehead will not be
The hatch (think submarine) will misconstrued as attack.

An d ris ing
automatically seal when the last
PC reaches the bottom of the With the water
diverted in 1,

2 Control Room
ladder.
the temple begins to flood. How
quickly is at the GM’s discretion; use
it to ramp up tension.
The stench of mold &
rot meets the party.
This room is full of Cracking open doors to 6 & 3 will
broken machinery and slow the rise BUT the water is
rotting wood. A winch relentless.
drum occupies the
centre, winding mechanism AND as the level rises, so
broken. A taught cable does the reach of the
descends through a narrow monstrosity’s tentacles :D
hole in the floor. The FIX: Pull the plug!
Once upon a time, the Either fixing the winch (INT
controls operated all the valves check w/ parts) or a
and gates, enabling cultists move herculean act of strength to
freely through and out the temple. pull the plug (AND holding
The winch may be repairable, your breath).

3
library
6
A dry dusty storeroom
A once proud , now (that may soon become very
only so much rotting waste. wet). Home to a melancholic
stone head that struggles to
HOWEVER, a successful search will
find one of the following:
muster any enthusiasm for guests. Will perk
1 A flawed ruby ring; the wearer’s up briefly should anyone tell it a joke.
fingers slowly transform into Offers mostly useless advice but does
tentacles. know how to put the monstrosity into a
torpor state AND that there is
2 A Water Breathing amulet,
might come in useful. an Ice Crystal set
into the face of the
3 Scroll of Strength; altar that would do
lasts d6 minutes.
the trick.
4 Undarr Quine’s book of Additionally there is
culinary delight; 101 a comfy chair which
exotic ways to cook squid. bestows full healing
5 Small Stone Fish; on anyone that takes a
inserting it into the ear quick nap on it.
enables the user to AND a large chest full
understand all aquatic languages. of cultists promotional
6. Ointment of Ahu; repulsive stuff... The wearer is pamphlets for the cult.
HOWEVER with a bit of woodworking, the chest lid could
immune but all within 10’ make CON checks or are be fashioned into a winch handle.
incapacitated, vomiting profusely, last d6 rounds.

7 pool
The cages containing skeletal remains, one boney hand Fancy a dip in the ? It’s cold, in for any
clutches the Librarian’s keys which open all doors, bar longer than a couple of rounds, CON checks or start
the hatch AND marks the bearer as friend. shivering. If you can dodge the tentacles and swim/sink

4
Temple dedicated to a
A nightmarish to the bottom, there’s a 6’ wide shaft to the plug:
Dead Alien God.A black altar rises above a Give that a serious tug (see and rising) and the temple
dark pool. turns into a giant cistern; water drains rapidly, where?
IF the sewer water has been diverted in 1, it gushes
Surely safer than here...
out the wall pipe, the water level rises, lapping over
Gettin g Obvious options: Blow the hatch, flushed
the edge of the pool and begins to fill the room.... down the plug hole, flood the temple and swim up
Tentacles lurk in the dark, attracted to the loud or O u t ? the pipe in 4 OR another creative method your
careless; make a perception check or be subjected to clever players devise.
1d3 surprise attacks.
A sealed stone door leads down to 6;hard pick lock or https://creativecommons.org/licenses/by-sa/4.0/
STR check to crack it open.
A “Quick-and-Easy” 5-Step Multi-Level Monument to Self Help
By: Connor Murphy and Evan Murphy
https://ehcpm.itch.io/
A powerful, cult-like Mega Corporation known as UP Co. is Sales Floor
dominating the market, ruining livelihoods, and forcing everyone
to participate in their evil and greedy practices. Selling anything This floor features 9 a sea of desks 10 an office supplies
even remotely related to “up” (birds, balloons, items that raise store room 11 an empty Humanoid Resources Department.
your stats), their influence has allowed them to circumvent the Everyone here subscribes to a “grindset” that blinds them to
laws of the land. Should their nefarious CEO Mr. Vilderbrandt the corruption of the company as though they are possessed by
choose, UP Co. could rule the world. the corporate spirit. They even work 24/7 like zombies! There
are only 12 2 security guards and they generally slack off. A
glass ceiling separates the Sales Floor from the Executive Suite
The Market
above. The glass is reinforced but could be broken with enough
The area surrounding UP Co. was once a bustling economy but effort and creativity. 13 Air ducts connect the Sales Floor and
now struggles in the literal shadow of UP Co. The few business Executive Suite. A small bundle containing supplies and a note
owners left here are willing to share info about UP Co’s origins can be found in the ducts. The note warns of a sinister plot by
as a seller of self-help books, their pyramid-scheme practices, the CEO. 14 There is a balcony for smoke breaks, though no
and the evil CEO Mr. Vilderbrandt. one would ever take a break from the grind, doing so
will attract a lot of attention.
The UP Co. Store
The Up Co. market stall leads shoppers through a Executive Suite
maze of products before they can leave the store. Everyone here is some kind of flying fiend,
There are 3 methods of entering the UP Co. HQ getting to work through the many 15 balconies.
above. 1 A teleporter for transporting goods from The office spaces line the walls all the way to the
the Store to the Warehouse 2 a staircase to the ceiling. 16 The Lounge is where executives take
Training Room 3 a loading dock on the exterior of their frequent breaks. Here, a contest can be found.
the store. Each entrance is guarded by security who will Three chalices sit on a table with the following inscription
possibly detain anyone without an UP Badge. Adventur- on the wall above:
ers may obtain UP Badges by signing a contract to become Temgni . Amu sdaerepel ium
it quo ma xim e llreseq
E t v be the ntioui-
CEO of
.
Sales Associates (this may have consequences later on). fugit om lorroratu
If you wao nt
nist r to
upt
adig
d o lo
sant utrede
orro w, ille
ptasit q nes cipe n
icia
t is
butom
magnusn m na uoitiave
tur e endi
The Warehouse nte im
duPut in the wor ide
u skdto ae rise abo
fpor
ugisitnes etrequpeolde iumreici
disyou peeors.msednisittr ea
The Warehouse is where UP Co. products are seqr ita u p t a
ten t
tur
aeperuibme usat nqu is
t ut uct your
stored and processed. It features endless walls of cipodi
quSa icia
i crifitiussdthe
ce euu qui daliq
mprod esilof
lenus
uib es
nhea
atseq n t e n u
sorrs ow.
shelving, arcane conveyor belts, and count- con ruaurt, lab or,
itiaee en and id em
less employees (including a giant!) A heavy nessed di dis p
or
presence of UP Co security act like police SubmitittoeUP t qCo:uo dere is
ici
enforcing strict company policies.
4 The Corporate Ladder stretches Filling the chalices with blood,
from the warehouse up to the Sales sweat, and tears will award
Floor. It features broken, illusory, a magic item. 17 A set of
and trap rungs to prevent anyone double doors leading to
from climbing it. The workers the CEO’s office can be
on the Sales Floor love found on the ceiling.
to watch people fall off
the ladder, but would
respect anyone who
successfully
reaches the top.

5 An ally who has had enough of UP Co can be The CEO’s Office


found in the cry room. 6 All employees are trained Mr. Vilderbrandt is a powerful fiend that plans on turning
in the Training Room (if the adventurers sign a con- the pyramid into a death ray. At the press of a button, UP
tract at 2 they are brought here). 7 The Control Co HQ will fill with arcane helium causing it to float up,
Room houses arcane runes that power everything flip over (there’s more helium at the base), and channel the
in the Warehouse. It is heavily guarded. 8 The Old light of the sun into a deadly beam. He will offer the adven-
Elevator was abandoned because no one is meant turers a deal, but will fight if he must. Vilderbrandt will
to move up in the company. It is still functional but have additional power over the adventurers if they signed
requires power. A number of angry birds live in the UP Co. contracts. This work is licensed under CC BY-SA
elevator shaft and will attack if it begins moving. 4.0. To view a copy of this license, visit
http://creativecommons.org/licenses/
by-sa/4.0/
The Unbidden Ascent
caelestis salvatore (limit their power)
Location: To find the Resonance site of Caelestis Salvatore, three dice checks
by roger speer must be successful. Examples are:
https://creativecommons.org/licenses/by-sa/4.0/ Investigation/Religion/History/Lore (Intelligence)-finding clues or recalling stories
Survival/Nature/Intuition (Wisdom)-Use news sources, maps, etc.
plutarch apophatic (limit their control) Persuasion/Intimidation (Charisma)- interview or research experts
Collaborative Storytelling: Cast an eldritch incantation as a team. Success: (Spells) To access unknown, supernatural, or divine information.
all players participate appropriately for their character. �e ritual should (Wildcard) Any crazy idea the players come up with.
include: 1. An object most rare. 2. A sacrifice most sincere. 3. A commitment As much or as little Lore may be shared as a result of dice checks:
most vulnerable. 1. �e Resonance site is where a pre-historic people resisted the ascent of the
Knowledge Gained: 1. �e Plutarch is located in a remote location in a Ancient Ones. You now know it is a site on a headland overlooking
mundane region. 2. �e Plutarch eats souls of defeated characters, restoring the coast. 2. It is protected by monsters and spirits driven mad by
its full health. 3. �e Plutarch is the conduit through which the Ancient Ones the ascension event. 3. Somewhere within the Resonance is the
have entered our plane. When its body dies, their divinity will take over the sword: Starfall, a celestial blade cra�ted from
next closest living creature. It cannot be completely destroyed. stardust and imbued with the power of the cosmos. 4. Any player
Challenge: �e Plutarch is a master sorcerer (think Illithid). It is protected who retrieves Starfall is immediately possessed by the Spirit of
by minions = player count. Plutarch has the following lair actions: (d6, on 6) Caelestis Salvatore. 5. �e Caelestis is aloof and believes humans
summon one of three lesser demons from statues. (on d6, 2-3) gusting wind are undeserving of their attention or salvation.
pushes characters 5 �t, possibly into pit. (on d6, 4-5) hallway orbs ignite, Challenge One: Defeat the mad spirits of the Resonance site. �ere are
creating a wall of elemental (fire, stone, water, air) energy until the start of its 2 monsters per player for this challenge. Monsters should be undead,
next turn. (on d6, 1) Screams in torment at the displeasure of its masters. aberrations, or monstrosities that have traits of madness and chaos. Challenge
Resolution: �e Plutarch’s Cirle of Power allows the user to twist Eldritch Two: Players must Roleplay with and strike a bargain with Caelestis.
Divine magic to their will. Once Plutarch loses consciousness it disconnects Challenge �ree: Once the Caelestis is recruited, it draws the direct attention of
from the circle, burning out all magical ability, which is not realized until the Ancient Ones, who begin attacking the party directly. �e Caelestis doubles
regaining consciousness. Bind your soul to the Circle to become Plutarch all attributes, skills, bonuses, and special traits of the possessed player, and
Apophatic, and gain Advantage on any rolls dealing directly with Ancient may speak internally to or externally through that player by the GM.
Ones. Every day, roll d20. On a 1, the Ancient Ones take over your �e Ancient Ones should be level appropriate for a deadly combat
mind your character “dies” to you. encounter.
BEGIN:
1. Entrance/Exit Resolution: Even though the Avatar of a deity cannot be
2.3 lesser demon statues
3. 30�t pit. Fall damage, loot?
1 Cultists completed the
destroyed, your e�fort has pushed it’s existence further
4. Elemental Orbs rituals a month ago, and not
5. Circle of Power the Hegemony, the Order, or the Gods, away from this plane, weakening, but not severing, it’s
6. Flames of Oblivion:
Ancient Ones whisper had any clue. We watched the tentacled power. While the Ancient Ones have an a�fect on your
secret insanities from horrors of the Ancient Ones rise up out of the world, your e�fort here has lessened it somewhat.
the �lames. 2 oceans and descend from the darkest reaches of
4 3 space. We saw the end of everything. You have been
summoned to the Templum Omnium and given a
1. To the Mainland.
2. Monsters & Spirits rise up from these
ancient summoning circles.
3. �e Avatar of an Ancient Old One
mission to save the last vestiges of manifests here. Use appropriate stats.
4. Falling o�f the cli�f is certain death.
humanity. 1. Destroy the Cult Plutarch Apophatic
and sever the connection of the Ancient Ones to
5 human psyche. 2. Seek the Orb of Iridion, who 3
alone has the power to reimprison the Ancient
Ones. 3. Strike a bargain with Caelestis
1 2
Salvatore, a celestial who has the 4
power to confront the deities
directly.

1. Security Team HQ
2. Orb-Room, traps always on
the 3. To the Museum
orb of
iridion 1 2
(limit their connection)

Location: �e Orb is 3
an innocuous gemstone Perform the Ritual while
protected in a gallery at the defending the party from
Museum of Natural History. Security Team reinforcements
Increased paranoia has thwarted any (if applicable). �e ritual consists of:
attempts to retrieve the Orb by A performance: music, dance, poetry
diplomatic means. �e museum’s visiting A request: to Iridion that is very specific and has
hours are intentionally normal. Casing the no loopholes the GM can maneuver through.
museum reveals the following: An o�fering to the Iridion of something psycho-spiritual.
1. �e Orb has 24/7 surveillance by a Security team of magic Ex: future quest, an object of value, devotion/worship
users. (Team size = player count, scaled to meet your player’s Resolution: Idirion, if accepting the ritual, partially binds
combat desire)
the Ancient Ones. �ey cannot enter this plan completely, but
2. �e Orb’s security is threefold, and uses level appropriate DC’s: still they rise to power enough to directly in�luence our reality.
Arcana/Magic: A protection enchantment that alerts the Security Team if
any movement, sound, or light is detected. aftermath You take stock of all your sacrifices, looking on with
Dexterity: A magicked lock. Can be picked by normal means, but the horror as these twisted malevolent beings ascend into your plane of
Di�ficulty is increased. existence. around you, peoples of all nations make peace, old wounds
Strength: A magically created gravity well. Once the Orb is moved, the well are set aside as what is left of humanity joins together for what will
increases, trying to suck the orb into its podium, along with the thief. be a long and painful war. maybe you slowed the invasion, hamstrung
Once in possession of the Orb, the players can perform a ritual to call on the Ancient Ones, lessened their grasp on humanity, but their slobber-
the Iridion to rebind the Ancient Ones. ing, gibbering visage will always be present as your real war begins.
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The Relentless Dead
The Story So Far @origamidinosaurcreations Points Of Interest
The heroes find themselves in the ritual room of an ancient culture, Altar
perhaps trapped by their foes, or through their own explorations. The altar holds a number of items: an apple, a seashell, a lyre (Apollo), a
Whatever the situation, the door closes behind them and a series of locks bow (Artemis), a helmet (Athena), a branch of grapes, a pomegranate, a
click shut, sealing them inside. hammer, a loaf of bread, a thunderbolt (Zeus), and a pair of winged
sandals (Hermes). Placing the items onto the sarcophagi of the indicated
Locked inside with them are The Relentless Dead, six undead priests of god unlocks them, freeing the priest inside.
the ancient gods. They are currently trapped in their sarcophagi,
The Face of Man
although one is already breaking out. They cannot be destroyed or On the front of the altar is a relief depicting the swollen face of a man in
restrained by mortal means. Worse yet, each time they are struck down anguish, its eyes sunken and rolling back into its head. The secret
they rise again, more powerful than before. compartment holding Athena’s symbol is accessed by placing coins over
the eyes. If it is replaced with Charon’s symbol, a second compartment
This adventure challenges players to find their way out while under
is opened, containing treasure suitable as the reward for the adventure.
constant attack. To escape they will have to free more of the relentless
dead to access clues, but avoid being overwhelmed. Urns
Decorative clay urns, with grates at the top holding fragrant incense.
Escape? Dead Body
Seemingly strangled, this previous victim has no possessions.
Concerned about becoming locked inside, the ancient
priests included an emergency mechanism to unlock The Sarcophagi
the door from inside, using their holy symbols as A. An athletic young man, his feet off the
the keys. Can the players find it themselves? ground, as if running. The
plaque reads: Priest of Hermes,
1. Describe the room. Once players start Divine Messenger, known for
taking actions an undead priest his cunning.
begins breaking out of
Poseidon’s partially open B. A golden-haired man, his
sarcophagus, escaping hands plucking an item cradled
by his stomach. The plaque
in 30 seconds.
reads: Priest of Apollo,
2. Killing the God of Music, known
for his elegance.
first priest. The
players notice its C. A broad man
holy symbol could throwing an item
match the grooves from above his
in the door, but head. The
when checking, it plaque reads:
doesn’t quite fit. Priest of Zeus,
King of the
3. Investigating the Gods, known
door. Identifying the right for his might.
symbols are the swan, owl,
D. An older man with a
and deer. Matching each animal to
thick beard and hair. A trident
their respective god. The owl is wise,
has been placed in his hand. The
like Athena, the swan elegant, like Apollo, plaque reads: Priest of Poseidon,
and the deer lives in seclusion, like Artemis. King of the Sea, known for his stamina.
4. Opening the sarcophagi. The players must use E. A young woman in a knee length tunic, her
items from the altar to open the relevant sarcophagi. hands drawn tensely as if pulling a string. The
Killing the priests inside and taking their symbols. plaque reads: Priestess of Artemis, Goddess of the
Hunt, known for her seclusion.
5. Panic! Athena’s priest wore the symbol of Charon, a ferry. While
juggling the priests, the players must find the correct symbol in the F. An armoured woman stood at attention, her right hand
secret compartment of the altar. holding a spear, and the left positioned as if holding something against
her hip. The plaque reads: Priestess of Athena, Goddess of Warfare,
The Relentless Dead known for her wisdom.
Door
The now feral undead priests attempt to kill any intruders. Use level On the large stone door is a circular mechanism featuring disks with
appropriate monster stats from your favourite system. grooves around a centimetre deep. On inspection, the grooves depict
The priests should be a constant threat. We recommend them rising animals: a bird with large eyes, a long-necked bird, and a four-legged
after the earlier of 60 seconds in-game time, or 10 minutes play time. creature with antlers.
Each time they are killed and rise again, they become stronger. Offering Bowl
Roll a D4 to determine how: A brazier full of bronze coins. There shouldn’t be any obvious hints to
1 - Stronger (+1 damage) 2 - More resilient (+1 hit points) use these at the altar, however if they are stuck, consider telling the
3 - Tougher (+1 defence) 4 - Faster (+1 attack) players this culture traditionally placed coins on the eyes of the dead.

Holy Symbols
Each of the relentless dead, aside from Athena’s, wear the holy symbol
A Note on Gods
of their god. Apollo’s depicts a swan, Artemis’ a deer, Zeus’ an eagle, This adventure refers to the gods of Olympus. These gods have been
Poseidon’s a horse, and Hermes’ a tortoise. chosen as they are well known and are not system specific. To slot this
Athena’s symbol is hidden in the secret compartment of the altar, and adventure into an existing game, you could rework the referenced gods
depicts an owl. This can be placed alongside Apollo and Artemis’ to fit your setting, or suggest that this culture worshipped different
symbols in the spaces on the door to unlock it and escape. gods, or knew your setting’s gods by different names, emphasising
different aspects of their divinity.
Athena’s priestess took Charon’s symbol so that she could hide treasure
in the Altar’s secondary compartment, leaving her symbol in its place. https://creativecommons.org/licenses/by-sa/4.0/
THE STYGIAN COIL SECRETS OF THE
AZAGATHALUS WYRMS By Ramsey Hong

OVERVIEW
Village of Prunt The Azagathalus Wyrms travel interdimensionally
Prunt The Hot Duck to different worlds to test their mettle against
General Store native creatures and peoples. They’ve dug out a
subterranean colony under the village of Prunt.
Having tested themselves against mundane creatures,
they now seek to contest themselves against more
intelligent and powerful species.

W
o
rm
G

T
Ch iant

u
SET UP

n
n
igg

el
35’ drop ers Co O Prunt is found empty
AZAGATHALUS WYRMS rr Sli cher
al except for a hysterical
#1 me
Purple velvety skin like leather-wrapped plate s drunkard (Zora) in The Hot
armor. Dextrous yellow fangs twitch around in Duck pub.
three concentric circles on their faces. She’ll cry and rant
G
One elephant-sized Elder wyrm (Azag’lor) and ten Ce iant inconsolably, “All taken!
nti
tiger-sized acolyte wyrms (Yuggo, Thrax, Xulth, pe Death worms! All gone!”
de
Zylga, Nyar, Thulg, Xygro, Zhara, Hazar, and Lakh) Sinkhole can be a hidden
make up the crew of the Xylocrax Drifter. trap or it can simply be
The goal of any acolyte is to have a satisfying found next to the pub.
encounter filled with honor, daring and
honest brutality.
Fo Colony
• They hiss and clack their teeth. gC
av Throughout the colony, where there
• They claw, bite and attack es isn’t a natural light source, a faint
with their sharp tail otherworldly glow emanates from
pincers. the walls and ceiling.
• Pouch around their Wyrm Tunnel
necks hold magic Narrow and gritty with many hand
crystals. Ic holds. Used for quicker movement
Din e through colony by wyrms.
• Heat Resistant go
s Lava Pit
via magic crystal Air is a dense sulfurous miasma.
C
#2 orr L
• Cold Resistant a fl ava The rope bridge is treacherous.
via magic crystal l slo ows Corral #1
wly
• Telepathic . Musty odor of wild creatures.
(15’ radius) - Giant Chiggers (Bite)
L Jump around frenetically.
• Spits Corrosive Pit ava Attack with bites.
Venom (30’) W
Tu ate - Ocher Slime (Acidic)
nn r
• Electrical els Try to sneak up and envelope
Discharge their prey.
(10’ radius) W
in ate - Giant Centipede (Bite 2x)
flo r is
• Health od 1’ Will drop from the ceiling if given
ed de
Regeneration ar ep the chance. Will wrap around prey
ea before biting.
s.
WYRM BEHAVIOR Fog Caves
Acrid green fog with no visibility.
• The wyrms do not seek to
kill. They seek to prove Corral #2
superiority over their foe. The air is chilly.
- Ice Dingos (Bite/Claw w/ Freeze)
• Unconscious, wyrms will
Water Tunnels
regenerate. Ground is slippery with moisture.
• Near death, wyrms will Flooded areas are especially
retreat to regenerate. S slippery.
ver and Sa
• Creatures are released to nd Sand Grotto
y lo is G
move players along. os ro Air is hot and dusty. Loose sand
e. tto
Ar makes footing difficult.
• Wyrms will overpower en St
le a oc Arena
creatures that might kill a ibu ka
player. o om est d Rotting remains of previously killed
er V e creatures litter the ground. Elder
or
• Disabled players are taken St wyrm is waiting here when players
to the stockade and healed. arrive.
Vestibule
Purple marble-lined foyer.
CONCLUSION ey
G all Storeroom
• Elder wyrm will have m Chests and barrels filled with
oo
telepathic conversation er supplies and food.
or
with players when they St Stockade
reach the Vestibule. It Villagers are traumatized, but alive
will thank the players and healthy.
La
for helping them in their tr Crystal ine Galley
ine Bridge tr
trial. La Strange food smells surround these
• Wyrms may reward long tables and grilling pits.
players with crystals of Latrine
various limited powers. Not too smelly.
- Telepathy Ba s Barracks
rr
ac a ck
- Heat Resistance ks rr Some wyrms are lounge around now
- Cold Resistance Ba that the trials are done here.
- Electrical Discharge Elder Azag’lor’s Quarters
• Villagers will be released Eldritch writings on papers atop
the desk describe calculations for
alive and healthy.
’s traveling to other worlds. Crystals
r
• The wyrms’ travel ’lo of powers locked in the chest.
crystals have just ag
r Azers Crystal Bridge
finished recharging and de t
can be sensed to be El uar The 40’ tall crystal cluster vibrates
Q with enormous eerie energy.
brimming with energy. Wyrms interact with purple glass
The wyrms will depart for control consoles that display
next world after players indecipherable notations.
leave the ship area.
https://creativecommons.org/licenses/by-sa/4.0/
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Enemy Mine
Something rises from the rubble...
Area Description (LxW)
Room 1: Rubble-Filled Room. 20x30ft. It’s filled with broken
rock, loose Cetus ore and crushed bodies of other prisoners.
2ft of dirt to clear in order to exit.
Concept Enemy: 1 wounded tentacle flails around the room.
Enemy Mine is a system-agnostic TTRPG one-shot allowing Loot: 1 stick of dynamite (1d12 blunt force DMG) within a
quick character roll ups and minimal prep-time. Role play as locked toolbox. Removes up to 5ft dirt.
prisoners at Crooked Tree Mine processing Cetus ore. Players Room 2: Prisoner Quarters. 22x48ft. The air is sour from
must escape the mine and the creature it awoke. unwashed workers and un-emptied chamber pots.
Enemy: 1 Enspelled Officer is making sure that all workers
Current Situation within the room are dead.
A mis-timed explosion breaches Crooked Tree Mine as Loot: Officer carrying a note from the Warden that the
something rises from the deep. It starts with a rumble. Then prisoners must be sacrificed.
the tunnels go dark with only the glow of purple Cetus ore to Room 3: Slop Room. 24x48ft. This is where the ore is lifted to
light your path. As you barely escape a landslide of rocks, an the surface and food is brought below for the prisoners to eat.
armoured tentacle snakes out of the walls and slams into a The mining elevator is crushed beneath rubble.
nearby group of prisoners, crushing both them and the chain Enemy: 1 Giant Worm will erupt from the mine elevator if
tethering you together. the prisoners inspect the area.
As prisoners, you haven’t left the mine since first being Loot: Several pieces of Cetus ore within the broken mine
sentenced there. Now, you have no choice but to climb your elevator.
way out and into the safety of the Warden’s Camp above Room 4: Ore Processing, 22x30ft. Behind a broken wall is a
ground. You’ve heard whispers of the Warden’s madness and part of a many-pieced summoning spell carved into the rock.
his obsession with the mine but surely he wouldn’t sacrifice the If destroyed/defaced, DM to add +5 to Summon the Kraken.
whole venture? Loot: Pile of worn clothing, within the pockets is a job
DM/GM Note: The Warden has gone mad researching the advertisement for more miners.
entombed creature, uncovering that the Cetus ore can also Room 5: Quartermaster’s Office. 22x30ft. A desk sits in the
harm the creature. He worships the creature as a god and middle of the room littered with paper, pens, and unsent
once it is summoned, all Players and surrounding areas are letters. At the back of the room is a bookshelf, scuff marks on
destroyed by the creature. the floor in front of it.
Mechanics Loot: 1 bottle of whiskey, 1 pack of matches (if combined
Character Creation: Players roll 1d6 or pick one from each into a molotov (2d6 fire DMG)), 1 letter opener (1d3 DMG)
selection. All prisoners have 12 HP and no armour: Secret: If the bookshelf is moved, players will find a Secret
1 2 3 Creatures Room .
DM rolls 1d20 to see if attacks hit. Room 6: Secret Room. 5x5ft. Filled with ancient scrolls about
Background Political Forger Henchman a god entombed within the mountain. Whoever buried the
Prisoner Armoured Tentacle: 10HP, armour as leather creature made sure it was done under layers of Cetus ore. It’s
Talent Storytelling Ventriloquism Lockpicking An undulating limb emerges from the depths of the mine. Reacts by clear the writer turned mad from their obsession.
touch and instinct. Loot: golden tentacle pendant (200 gold).
Weapon Pickaxe (1D5 DMG, dig 1ft per turn) Tactics: Considered wounded once health is reduced to 50%. Once Room 7: Dead End Tunnel. 23x30ft. Body of an Officer under
4 5 6 wounded, any attacks with Cetus Ore cause +1 DMG. piles of rocks. His mouth is bloody and purple as though he’s
Attack: The tentacle flails, all nearby targets take 1d6 DMG and been eating the Cetus ore.
Background Graffiti Artist Arsonist Mass Murderer
must Save or fall prone. Loot: 1 Senior Officer’s Sword (2d6). Key to Room 9 under
Talent Knife Throwing Wrestling Carpentry
Giant Worm: 8HP, no armour body if searched.
Weapon Shovel (1D3 DMG, digs 2ft per turn) Normally docile, the worm is ambushing survivors. Room 8: Holding Cell. 15x25ft. Where prisoners are held
Dirt Mound: As the walls of the tunnels cave in, rocks and dirt Tactics: Blind and hunts by sound. before being assigned jobs. The cell door is open and a trail of
cut off escape. At the end of each player turn, 1d6 is rolled. The Bite: 1d4 DMG | Spit Take: spits acid, 5ft range, 1d4 DMG. blood leads to Room 10.
running total of all rolls is added to the dirt mound (indicated Enemy: 2 Enspelled Officers are pacing the room
Enspelled Officer: 5HP, no armour
by the sidebar on the map). Loot: Bloody wedding ring.
The officers whisper and hiss into the darkness. Their eyes glow
If the dirt mound reaches a room players are currently in: Room 9: Locked storage.15x25ft.
purple, showing how little humanity is left.
Roll 1d6: 1-3: an armoured tentacle lashes out at the Loot: 2 leather armour, 1 cross bow with 6 bolts (1d8
Tactics: Driven to madness. Will not notice wounds.
players; 4-6: nothing happens. piercing)
Attack: 1d6 sword.
Players must dig their way out before moving on. Room 10: Shrine. 15x25ft. Dead prisoners are piled in the
Kraken Warden: 18HP, no armour centre of the room. Officers sit and stare at the glowing shrine.
If the dirt rises above the players, they suffocate to death.
A tentacle emerges from the Warden’s mouth. He is focused on Enemy: roll 1d6+2 to calculate amount of Officers.
Hallways: DM rolls 1d6 to determine if an encounter occurs. summoning the creature. Room 11: Warden’s Camp, located within an open field.
1 Rocks fall from the ceiling, 1d3 DMG to 2 random players Tactics: Divided between attacking and summoning. The Warden prays over the mine’s entrance. He seems
Purple Haze: Fires a bolt of magic, 30ft range, 1d6+1 DMG surprised to see anyone survive the destruction of the mine.
2 1d6 coin found within toolboxes or next to bodies Summon the Kraken: Rolls 1d6 and adds that to a separate Hallways: 10ft wide, 30° slope. The beams bracing the rock
3-4 Nothing happens running total. The Kraken appears at 60. Once summoned, all walls have shattered. The rail for the mine cart is unusable.
players and surroundings are destroyed. Roll 1d6 for encounters (see Hallways mechanics).
5-6 Giant Worm appears
Summon Tentacle: Summons a wounded tentacle. CC BY-SA 4.0

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