One Page Dungeon Crawl
The Iron Cloud
by Caelum Roberts
Trouble’s Root
by Fraser Nelund
TheWitch’s Hut
by Kevin Flynn
The Giant’s Dollhouse
by Jens Thuresson
The Tavern at the Edge of the Word
by Jim Pacek
Contents:
Setup... ... 1
OPDC 2013 The Iron Cloud... 2
OPDC 2013 Trouble’s Root...4
OPDC 2013 The Witch’s Hut...6
OPDC 2013 Giant’s Dollhouse...8
OPDC 2013 The Tavern...10
Endgame/ Rewards ... 12
Written and Illustrated by Aaron Frost
Edited and Original Concept by Mundi King
This work is released under the Creative Commons
Attribution-ShareAlike 3.0 Unported License
http://creativecommons.org/licenses/by-sa/3.0
While we are proud to present the following One Page Dungeon Contest 2013 submissions in their origninal
form, their inclusion in this work does not indicate endorsement by the respective creators. The works are
in-cluded, and built upon, through the Creative Commons Attribution- ShareAlike 3.0 Unported License.
Introduction
Our challenge was not to create a one page
dun-geon, but to choose five that already existed and
thread them together around the theme of
drunk-en abandon.
Before each original OPDC 2013 entry, there is a
page that adds some additional set up or suggested
changes to the adventures to make them fit the
theme.
There is also a
”21 and over”
section for each
adventure for those gaming groups of legal age
to drink. While this creates a framework for the
players to drink along with the characters, it is by
no means an excuse to abandon common sense.
If you and your group are old enough, and like to
drink beer, then by all means make it an epic night
and see if you can get through all five One Page
Dungeons, just do it responsibly and have them
crash out at your place. No driving, no stumbling
home, and no throwing up on the carpet.
Apologies to our international friends for the beer
choices that are widely distributed in the United
States. It is not from a lack of respect for your
fa-vorite beers, but rather a lack of first hand
knowl-edge. As always feel free to substitute your
favor-ites as this is your adventure now (quite literally).
Do you hate Sierra Nevada (you bastard!)? Let us
know what beers you would have used over at the
RandomWizard blog.
1
Setup
Take some time to read through each of the
adventures before play begins. An effort
has been made to link them together, and
having prior knowledge of how each of the
One Page Dungeon Entries can work
togeth-er will help prestogeth-erve some sense of
“gonzo-continuity”.
The characters are gathered at a favorite tavern
when they are invited to join a mysterious figure
in that ominous table in the shadowy corner that
no good every comes from. An ale is waiting for
each character, and the mysterious figure, a Satyr,
beckons then to join him. He informs them that
he is non other than
Rucchus (/rukus/), a lesser
god of fermentation including various cheeses but
also, and most importantly, obscure and difficult
to find beers. And brawling, but he doesn’t go into
that part so much.
Rucchus has a small problem, and the party
seems ideally suited to aid him. Not unlike his
favorite brews, he too has grown increasingly
obscure and has become diminished.
Rucchus will offer a quest to the characters. Its
completion will serve as an act of tribute and help
restore a modicum of the minor gods former
glory.
Spread far and wide throughout the realms, there
are five of the greatest libations every consumed
that are now all but forgotten. The characters must
travel far and wide
(sorry, but I just have to clarify
that the image to the left is wearing a leaf to preserve his
modesty. It is not my interpretation of what a satyr penis/
scrotum would look like) and drink their fill of each.
The various brews must be consumed in a specific
order. The first is Iron Cloud Stout, which is quite
literally from another genre altogether. It can be
found within the once great flying fortress
drift-ing aimlessly in the sand wastes.
The second beverage is rare Hobgoblin ale which
can be
(sorry to interrupt again, but this one time I drew
an orc assassin on the cover of “Meckwick’s Challenge”
which virtually no one ever saw, but this one guy kept
insisting that she was topless, and I was like, “no, she is
not topless, she is wearing a black bikini top- thing and
besides I’m pretty sure orc women have nipples too”, and
he was like “the black is meant to be shadows to hide her
nipples” and I was thinking “ I drew the fucking thing,
If I wanted her to be topless I would have drawn nipples
which I can, um, draw.” And he was like “Still, she seems
kind of topless.”) found near the town of Edgewood.
The local Blacksmith can be of assistance.
Witch’s mead can be found within a hut deep
within “the peat bog” (assuming there is just one).
Botherhill lager has become unavailable since
Botherhill himself has gone missing after
stum-bling into a hillside forest.
Once the characters have imbibed these four, they
should travel to the
Tavern (at the Edge of the
World) where ( so, just to be clear..
NOT A GOAT PENIS.
)
Rucchus will share a pint of Goatfist Ale. Of
course he promises them glory and a magical
tankard that refills itself.
On the third level of the ruined metal airship
there is a room that is occupied by androids
play-ing a knife game, better known as “stabscotch”.
The androids are consuming liberal amounts of
“
Iron Cloud Stout”, a futuristic libation in which
the foam seems to pour ever-downward within
the mug. This effect has been achieved by the
addition of the mutagen-causing gasses that can
be found throughout the empty spaces of the
airship within inflated cells.
The androids (
01, 02, and 03) are a friendly
enough bunch, and will invite the characters to
join their game.
Stabscotch:
In order to play, the character is given a mug of
stout and must drink heartily before attempting
to sink a knife between their fingers and into the
metal table. This can be represented by making
eleven “attacks” at the spaces near the fingers. The
first space to be attacked is the large area on the
outside of the thumb. This space should be
rela-tively easy to hit, and it would not be
unreason-able to make this an automatic success.
The second space to be attacked is the space
between the thumb and pointer finger. This space
is relatively large as well, and a bonus to hit should
be applied. The third attack, and every “odd” attack
is at the large space on the outside of the thumb,
so these attacks could “hit” automatically.
The fourth, sixth, and eighth attacks are more
challenging, with the difficulty increasing by
“two” for each of these attacks.
The tenth space to hit is the outside of the pinky
finger, and then the back to the outside of the
thumb for number eleven. Treat this attack as
automatic as well.
21 and Over:
Use Guinness Extra Stout for
“Iron Cloud Stout”, but you knew that already.
Don’t be an idiot and try to pass this challenge
as a “player” with a real knife. You will fuck up
your table and probably your hand. Friends and
paladins do not let friends (or other paladins)
drink and drive. Not even a 4x4 Mitsubishi van.
The Iron Cloud
Original “One Page Dungeon Contest” 2013
entry was submitted by Caelum Roberts
Trouble’s Root
Original “One Page Dungeon Contest” 2013
entry was submitted by Fraser Nelund
What would it take for you to turn your back on
everyone you have ever known, craft weapons and
armor for their enemies, and turn a blind eye to
the wanton slaughter of your kin? Hobgoblin ale,
that’s what.
The trouble with hobgoblin ale, aside from
strip-ping away one’s humanity, is that it is hard to get.
The good news is that the brothers Fairlane know
where it is, and a whole lot of pissed off villagers
have a rough idea of where to find them.
In the original One Page Dungeon Contest (OPDC)
entry, there are three barrels of
Hobgoblin Ale
at location
7 on the map. This is not very deep
into the dungeon, and the party could, very easily,
avoid most of it. Let’s change that. In room seven,
there is a note laying on the floor with the
follow-ing message:
“Assface,
Have the boys move the barrels of ale to my forge before I
get back from the peat bog.”
A second note can be found pinned to the door of
room
17 with an arrow. The note simply states:
“
Jackhole,
This is my week! Stay out of the bog.”
Designated Driver:
When the characters emerge victorious from
the hobgoblin lair/ weapons factory they will be
greeted by android
02, from the Iron Cloud, who
will inform them that it is his primary function to
provide safe conveyance for impaired personnel.
He will offer to bring them to their personal living
quarters, but can be easily tricked into taking the
party to the next dungeon location in the 4WD
Mitsubishi van .
21 and Over:
Use Sierra Nevada Pale Ale for
“hobgoblin ale”, and possibly
Goldschlager if
you want to simulate a “living metal” drink and
want to hasten the inevitable vomiting.
Don’t be an idiot and assume your group of
players needs to consume three actual kegs of
beer here. This is only dungeon 2/5. Pace
your-selves jackholes! In other words, drink
responsi-bly and give your keys to the android.
released by Fraser Nelund under the Creative Common Attribution-Share Alike 3.0-http://creativecommons.org/licenses/by-sa/3.0/
1. Shallow cave. The rock is
roughly hewn, otherwise unremarkable. A lone hobgoblin guards stands guard.
2. Foyer. The doors leading north
from this room are covered with leather and fit snugly into their frames. A pressure plate (activation lever located in the mess hall) causes the four nearby secret doors to slide open, releasing the swarms from the side rooms.
3. Alcove. This room contains
several fetid animal carcasses. A spider swarm streams out of the carnage and through any open doorways to attack the PCs.
4. Alcove. As room 3.
5. Mess hall. Contains 2 tables 16
chairs and 5 hobgoblins. A galley kitchen, vented to the surface, extends from the southeast corner of the room.
If the hobgoblins have heard the PCs three of them will run to room 6, arm themselves with longbows and make use of the arrow slits in the wall between rooms 5 and 6. The remaining two will knock over a table and block the PC’s path to room 6 while yelling for support from the sleeping quarters (8). If the hobgoblins are unaware of the PCs, they are caught eating, sitting around one of tables in the room. They will raise the alarm and attack the PCs in hand-to-hand combat.
6. Armory. The room holds 5
longbows and 200 arrows, 3 suits of chainmail are hung on the Northern wall, 2 battleaxes, 5 longspears, a small halberd and small short sword lie in a pile in the southwestern corner.
7. Store room. 100 days worth of
trail rations sit on shelves along the western wall. 3 bottles of fine wine and bread, cured meats, nuts and berries line the north wall’s shelves. 3 kegs of beer sit in the northeast corner, concealing a small hole where the northern and eastern wall meet the floor. Within are 2 healing potions and a rare bottle of whiskey.
8. Hobgoblin quarters. There are
15 cots. 5 are occupied. If roused by a commotion in the mess hall (5) the 5 hobgoblins arm themselves and rush to join the fray.
9. Hallway. The hallway’s walls are
smoothly carved. The ceiling is riddled with holes, about 2 inches in diameter. The floor is flagstone. Several stones are trapped. Pressure plates trigger arrows from above.
If the alarm has been raised this is where Jarret the ranger and his hobgoblin attendant (10) will attack the PCs. Jarret will cast spells to slow them and loose arrows from his darkwood bow until he is badly hurt. He will then order his guard to remain whilst he flees deeper into
the dungeon, hoping to find protection behind the ogres (15).
10. Office. A large desk and
several chairs sit in the center. Inside the desk are various ledgers denoting arrow and armor production. Several lengths of darkwood lay along the southern wall. If unwarned the ranger and his hobgoblin lackey are reviewing orders at the desk when the PCs arrive.
11. Workshop. The ranger creates
darkwood weapons here. Lathes, knifes and other tools of the craft lay scattered over his workbench, alongside an unfinished bow. A darkwood longspear leans against the eastern wall.
12. Passageway. The long narrow
passage ends at a hole in the ground. Still water lies 60 feet below the lip of the opening.
13. Ranger’s quarters. Plants
abound, potted and rooted in piles of dirt strewn about the room. There is a bed of pine boughs in the middle of the room. Two orbs shine from above; they feel like sunlight on the skin. A barrel sits atop a table in the northeast corner of the room, a watering pail beside it. In the bottom of the water barrel is the severed head of an ettin.
14. Anteroom. The northwest
corner of this room falls away. A PC falling with it lands in the well (12).
15. Root cellar. Roots intrude from
the 20-foot high ceiling. Some hang far enough down to have implanted themselves into the piles of dirt and scraps on the floor, most dangle above the poorly leveled floor. The longer roots are planted in piles of dirt, metal shavings and sawdust. Two ogres labor here, arranging and lengthening the roots. They have used their axes to begin pulverizing several sections of trunk strewn about the room. The entire room is difficult terrain and occupants must check each turn to avoid entanglement.
16. Corridor. The walls, ceiling
and floor are smooth, carved stone. The ogres’ labors have produced 4 sacks of living steel, which lay against the western wall.
17. Blacksmith’s quarters. There
is a neatly made up cot, a small table and a chair. A living steel breastplate hangs from the northern wall. A suit of living steel chainmail is hidden in the mattress.
18. Forge. John the blacksmith
works here, shaping the metal the trees have produced under the ranger’s ministrations into magical arms and armor. A hobgoblin works the bellows. John is unarmored but attacks the PCs with his living steel sledgehammer, still hot from the forge.
Masterworked tools and a thick leather apron round out his gear.
This is the hideout of the brothers Fairlane. As young adults
their tendencies to excess and eccentricity rendered them
pariahs. They struck out to make their fortunes through
logging darkwood. In time they chanced upon a grove of trees
more fantastic still.
John, who was an apprentice blacksmith, and Jarret, a
ranger, developed a relationship with a hobgoblin tribe. The
brothers trade their unique wares for supplies, booze and
protection.
Hobgoblin raids have victimized the brothers’ hometown. The
blacksmith, to whom John was apprenticed, recognized the
Fairlane’s craftsmanship on the body of a fallen attacker.
The Approach
A grove of odd trees stands above the dungeon. PCs in the know will recognize darkwood and the species that produces living steel amongst them. Stumps indicate a recent culling of the grouping. Inspection reveals sawdust and tracks leading to the hideout. During the evening two columns of smoke rise from the hideout: one from the kitchen (5), a larger plume belches from the forge (18). 2 hobgoblins patrol the surrounding area, day and night.
Notes
Doors are iron bound oak unless otherwise noted. Secret doors are expertly crafted of sliding stone.
When the players enter the hut, and are amazed
by how much bigger it looks on the inside, they
will no doubt be drawn to the copper mug filled
with mead. In the interest of ignoring
temper-ance, we will assume that the mead will refill
itself once placed upon the table, so that there is
plenty for everybody. The problem is that the mug
is stuck to the table, and the mead within seems
solid, although not frozen or cold. The symbols on
the table may hold the key to liberating the
liba-tion so that it may be used for the forces of good.
Mass Charm:
Once they have recovered the disks and
inadver-tently triggered the witch, she will appear to the
characters as a beautiful princess from a
forgot-ten age. She tells them that she is Amaryllis, the
princess of flowers. She will continue to inform
them that she was exiled when her sexual exploits
brought shame upon her kingdom.
She tells them she is down for whatever. The mug
will be released, and the mead will flow. Once the
characters drink the mead, they will not be able to
shake the effects of the mass charm spell. All but
one character will wake up in the 4WD Mitsubishi
van in the “Iron Cloud” without any possessions
or clothing.
Android
02 will be with them, and reminds them
that the last time they were all together they were
pissing over the edge of a hill onto the head of
a sleeping giant. Oh, and despite their collective
fog head, the players realize they all slept with a
hideous witch.
21 and Over:
You might get lucky and find mead at
a large wine store, but we doubt your players will
turn down a honey wheat beer.
Don’t be an idiot just because you are three
adventures in and feeling no pain. While beer (or
mead) can make others appear more attractive
such as in this cautionary tale-of-an-adventure, it
does not, in fact, make you more attractive. Don’t
start texting or e-mailing or blog posting, unless it
is to us at www.randomwizard.blogspot.com.
Instead, focus on the task at hand. A sexy hag is
one thing, but we have an overly amorous giant on
tap thanks to Jens Thuresson. Drink responsibly.
The Witch’s Hut
Original “One Page Dungeon Contest” 2013
entry was submitted by Kevin Flynn
7
The Witch’s Hut
by Kevin Flynn
www.austwiz.com
http://austwiz.blogspot.com.au/
A rumour from the locals suggests that the nearby Witch has been seducing all the men using an amulet that makes her irresistible, even though she is old and ugly. No one is able to stop her as every time they try to act against her she either vanishes inside her hut or seduces all the men. The women of the region will pay to have her removed.
The witches hut is out on the peat bog, the ground is soft and clings to you, leaving a dark sticky layer over your feet and legs. People in heavy armour will quickly become bogged and unable to move. To advance they must shed the weight (up to GM how far they want to take this). The peat bog has a very gentle wave to it, with small rises and dips, the witch has used this to conceal her hut until you get sufficiently close. A bunch of low growing, spindly trees grow around and through the hut, restricting access except by the main door. The hut itself looks like an upside down birds next, a mass of branches and mud standing some 9feet high at the middle, curving down to give a diameter of some 12 feet. A single entrance, covered by a tattered, multi-layered, dark brown curtain, is the only way in. A gentle yellow light leaks out through small gaps in the curtain. Attempts to enter the hut via any means other than the single entrance will be reflected back on the users, 100% reflection. The entrance will take one man sized person at a time, the layering of the curtain is such that it is not possible to see inside without actually entering, even with a 10ft pole (this is a magical effect).
As each person enters the hut they will be presented with the inside. The first thing they will notice is that is it much bigger on the inside, being some 20ft high and 30ft wide. The inside is dominated by 4 features - a table in the centre, a large cupboard on the left, a burning fireplace opposite and a king-sized bed on the right.
The table has a single chair on the opposing side, which is sitting back from the table as if someone had just stood. On the table is a plate with a half eaten hot meal sitting on it. A copper mug filled with warm mead sits to the side. On the chair seat will be three engravings, each a circle 3 inches across. One circle has a snow flake pattern in it, the other a flame and the last a symbol that looks like the letter Z (a sleep rune).
The cupboard is large, some 8ft high and 6ft wide, with two doors in the top two thirds. The bottom third is a single large draw. Opening the draw will yield as many winter coats as there are players. Opening the doors will result in a freezing gale force wind with snow flakes blowing out of the cupboard and into the room. The wind is coming from within the cupboard but inside is darkness, no amount of light will penetrate the darkness. The players will need to enter the cupboard to face the Yetis.
When the first player steps into the cupboard they will emerge into a winter wonderland, and it is freezing cold. If they have not used the winter cloaks they all suffer minor cold damage every round. One hundred feet away is a large tree stump upon which is a small round metal disc (with a snow flake emblem). Immediately the sound of howling will fill the area and an appropriate number of yeti will attack the party, beginning some 100ft away and emerging from the surrounding pine trees. The cupboard cannot be used without the disc.
The fire place is large, 6ft high by 6ft wide. A large fire is burning within, coming from a pile of logs. Any attempt to remove the logs or dowse the fire will fail. The fire is shedding heat, but curiously not a burning heat.
Placing your hand into the flames will warm them but cause no injury. Once a player stands in the flames they will be transported to the Cavern of Fire, one at a time.
They emerge in a large cavern filled with lava and burning rocks. A circle is carved into the rock within which they all stand. Whilst within the circle nothing happens, but once one person leaves it that protection fails. Heat will cause minor damage to everyone, especially those wearing heavy gear or metal armour (double that if they have not taken the winter gear off). On the far side of the cavern is stone pedestal on which is a disc with a flame emblem. Fire elementals will emerge from the lava, or burning rocks will stand up suddenly, sufficient to challenge the party. They need the disc to activate the circle and return to the fireplace.
The large bed looks very comfortable and smells subtly of sensuality and sexuality, regardless of race or sex. Everybody must remove the majority of their clothing (only bed clothes) and can carry only what they can comfortably with two hands. They must all climb into the bed and close their eyes. Once they do they will feel a change. When they open their eyes they will be in a dream land filled with long tentacles emerging from the ground, each capped with a single eyeball. The tentacles are 10-15ft tall and wave back and forth as if there is a gentle wind, but there isnt. The tentacles nearest the players will bend to watch them with their eyeballs. The tentacles will fade and re-appear as the players move toward or through them, completely immaterial. Flying eyeballs will sweep through the tentacles periodically making crying noises (like a young child crying) and will shed large tears. If the tears make contact with a player they will inflict minor acid damage, periodic saves to avoid the falling tears. Some 100ft away, floating at the top of a bubbling pillar of water (acid), is a disc with a Z rune on it. The players will be attacked by one or more Eye Lords (Beholders) appropriate for their level. Once they have the disc they will all need to close their eyes to return to the bed.
Once they have all three discs they will need to place them on the appropriate circles on the chair to make the witch appear, at which time she will attack. The witch should enter combat fully buffed and ready to fight. Her first attack will be a mass charm that will target one race of one sex (if they are all human males then they all cop it). This will be a Wisdom type resist, not too hard (average). Failure will mean the target jumps back into bed and waits expectantly. The witch can be treated like a Hag, but adjusted for the power of your group. She will be a clerical caster with access to a few magical attacks spells, curses and lasting afflictions. On her death she will lay a 'dying curse' on the party that will make all their financial transactions for the next year cost 20% more than expected. Once the witch is dead they will be able to search her body and discover a talisman around her neck - a Talisman of Attraction - that will give the wearer a strong positive modifier when using charisma based effects, such as persuade, seduce or negotiate (but not intimidate). However the benefit of this is always on, and not too controllable. When they return to the village women to report the defeat of the witch they may have issues with some of the village women being overly impressed with the wearer.
The Giant’s Dollhouse
Original “One Page Dungeon Contest” 2013
entry was submitted by Jens Thuresson
If the players return with android
02, he will warn
them that the giant has a transmogrification
de-vice capable of increasing the density of organic
matter and placing said matter in stasis. (android
02 is immune to the effects of the wand)
Once the characters return from the location
where they first encountered and subsequently
fled from the giant, they will discover a house
carved into the side of a hill.
Inside the house they will discover various statues
as outlined in the One Page Dungeon. In addition
to these poor souls, the characters will discover a
“statue” of their missing party member.
One of the statues is the long missing
Tendrik
Botherhill, a brewer of some renown and
known drunkard. Slung across his back, and also
turned to stone is a small cask of what must be
Botherhill Lager.
Rumbling in the distant hills indicates that the
giant is returning to his doll house, and that they
probably have about an hour.
Discoverable Things:
- The phrase “Poppelmann has an irrational fear
of” has been stroked quickly on the portrait of
the giant. The words trail off indicating the artist
was turned to stone before she could finish.
- The party’s gear in the storage room (f)
- A large sack of flour in the kitchen (d)
- Artists paints and brushes (these can be really
useful if you change the description of
Poppelmann’s wand to have a red and blue gem)
- Two sheets on the bed and a hidden letter.
The reverse side is blank.
21 and Over:
Use Heineken for Botherhill Lager.
Don’t be an idiot and allow your players to hurt
themselves running around in sheets, covered in
flour trying to “LARP” this thing out.
Dearest Ser Gallant,
I know not of what troubles have delayed your arrival and
my release from this dreadful Poppelmann. He turns us
into stone using one end of his wand, and then changes us
back using the other. There is one thing that you simply
must know if you dare to defeat the monster. Oh dear, I
seem to have run out of parchment! Hugs, Amaryllis.
creativecommons.org/licenses/by-sa/3.0/
a
b
c
d
e
f
g
h
A"xCellar"xWaterxisxcoldxandxbottomless"xEels;xandxsomethingx bigger"xB"xHolexinxthexfloor"xThickxhempxrope"xC"xLounge"x Lotsx ofx shoes"x D"x Crudex kitchen"x Ladder"x E"x Diningx room"x Expensivexfurniturexyxpaintings"xF"xStoragexroom"xG"xLibrary"x H"xBedroom"xPaintingxofxPöppelmann"a
b
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d
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f
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By Jens Thuresson (http://acornafloat.blogspot.com) IN A NUTSHELL
Thex giantx Pöppelmannx lovesx people"x Inx fact;x hex lovesx themxsoxmuchxthatxhePsxmadexhimselfxaxdollhousexinxthex mountainx side;x populatedx withx bothx localsx andx foreignersxhePsxpetrifiedxwithxhisxrod"
THE ROD
ThexgiantPsxrodxisxcarvedxfromxmagicalxpinextree"xTwox large;x bluex gemsx arex tiedx tox eachx end;x onex isx ablex tox
turnP peopleP toP stone;x whilex thex otherx reversesx thex
process"
Thesex poorx soulsx canx bex foundx inx variousx positionsx throughoutxthexdollhouse"xWhenxPöppelmannxtiresxofx them;x hex oftenx dropsx themx inx thex darkx waterx belowx ö&cellar&xxxxxxxI"
xxxxHexmayxalsoxbringxthemxbackxtoxlife;xorderxthemxtox changexpositionxö&Sit! Bend arm! Smile!&I;xonlyxtoxturnx themxtoxstonexagain"
a
POSSIBLE ADVENTURE HOOKS
Afterxaxnightxinxthexnearbyxforest;xthexplayersxrealisesxthatxonex partyx memberx isx missing"x Pöppelmannx hasx petrifiedx him)herx duringxthexnight;xandxtakenxthexplayerxtoxthexdollhouse" Thexplayersxmeetsxonexofxthexveryxfewxthatxhasxbeenxablextox fleexfromxPöppelmannPsxdollhouse"xShexwantsxthemxtoxrescuex herx sister"x Complication:P Pöppelmannx gotx tiredx ofx herx andx droppedxherxpetrifiedxbodyxintoxthexwaterxbelow"xStillxalive;x butxheavyxasxhellv
Pöppelmannx meetsx thex playersx outx inx thex forest"x Hex triesx tox trickx themx intox believingx thatx touchingx thex rodPsx bluex gemx grantsxthemxaxwish"
AND SOME OF THE POOR SOULS ARE...
LADYP DARNTON.Turnedx tox stonex 0//x yearsx agox whilex pickingx
mushrooms"xPöppelmannxlikedxherxclothing"xx
TENDRIKP BOTHERHILL.x Petrifiedx lastx springx afterx mistakenx thex
dollhousexforxaxrealxhome"xNeverxawokextoxhisxhangover"
SISTERPTENDERTEETH.PPaintedxthexportraitxinxthexbedroomx(xandx
wasxthenxturnedxtoxstone"
PRINCESSP AMARYLLIS. Princess of Flowers;x fromx farx away"x
Petrifiedxforxatxleastx8//xyears"xShexsmelledxnice"
COG"x SomeonePsx dog"x Pöppelmannx thoughtx itx wouldx fitx nicelyx inx thex
library"
URFKP XIQFTP THEP FEARED.x Orcx fromx Brimstone Mountains"x
Pöppelmannx toldx himx tox holdx ax trayx andx thenx turnedx himx tox stone;x becausexhexneededxaxwaiterxinxthexdiningxroom"