• No results found

One Page Dungeon Crawl

N/A
N/A
Protected

Academic year: 2021

Share "One Page Dungeon Crawl"

Copied!
18
0
0

Loading.... (view fulltext now)

Full text

(1)
(2)
(3)
(4)

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.

(5)

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.

(6)

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

(7)
(8)

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.

(9)



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.

(10)

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

(11)

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.

(12)

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.

(13)



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

c

d

e

f

g

h

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"

(14)

The Tavern

(

at the Edge of the World

)

Original “One Page Dungeon Contest” 2013

entry was submitted by Jim Pacek

Once the party arrives at the “full to capacity”

Tavern they will find

Rucchus waiting for them

at the small round table in the top left corner of

the illustration above. They will enjoy a round of

the house brew to celebrate the conclusion of their

legendary journey to the

Tavern (at the edge of

the world). Rucchus will warn them to prepare

themselves for what is undoubtedly the greatest

of all rare brews. He beckons

Jasila, and orders a

pint of Goatfist Ale for each party member.

Cut Off (at the edge of the world):

Jasila will refuse to serve the party, as they have

obviously had too much to drink already and the

Tavern (at the edge of the world) does not want to

assume any liability.

Rucchus becomes incensed,

and hurls a table with such force that it smashes

through the circular wall.

The Efreet cries out in pain and offers: “ I am only

moderately injured. We don’t need more trouble.”

A full scale melee breaks out at this point, with

patrons engaging one another as well as the party.

The door from the dark hallway flings open, and a

group of

Illithids spills out, followed by a

Goblin War Band all chained together, eager to

join the fray.

If the players acquired

Cog the dog from The

Giant’s Dollhouse, he will aid them in the fight.

Cog has that annoying ability to sense what the

players are thinking and will act as an NPC that

they can control through meta-game commands.

Androids

01, 02, and 03 will also be present and

will fight on the side of the characters using their

high density stabbing knives despite ready access

to all manner of futuristic firearms back at

The

Iron Cloud.

U’rk Xiq’t will aid the characters in order to pay

down the blood debt owed to them for rescuing

him from

Poppelmann. (If they did)

21 and Over:

What choice do we really have here

other than to use

Pabst Blue Ribbon for

Goatfist Ale?

At this point, being an idiot is highly

encouraged. Aside from driving.

(15)

11

7KH7DYHUQDWWKH(GJHRIWKH:RUOG

%\-LP3DFHN±FDUMDFNHGVHUDSKLPEORJVSRWFRP

$WWULEXWLRQ6KDUH$OLNH8QSRUWHG &&%<6$

7KLVPDSZDVFUHDWHGXVLQJWKHRQOLQH'ZDUYHQ7LOHV0DS0DNHU

 7KH0DLQ+DOO±7KLVFURZGHGURRPLVKRPHWRPXFKOHYLW\DQGJRRGIHOORZVKLS7KHORFDOVORYHWKHWDYHUQ

WKH\IRQGO\UHIHUWRLWDV³7KH7DYHUQ´DQGFURZGWKHSODFHQHDUO\HYHU\QLJKW$NLQGEXWVRPHZKDWKRPHO\

WDYHUQZHQFKQDPHG-DVLODZDLWVRQWKHIULHQGO\FURZG6KHFDQEHFRXQWHGRQWRVFUHZXSDSDWURQ¶VELOO

RIWHQLQWKHLUIDYRU RIWKHWLPH7KHEDUFDQEHIRXQGQHDUWKHGRRUWRDQGVHDWVFRPIRUWDEO\7KH

EDUWHQGHUDRQHH\HGJUL]]OHGGZDUIQDPHG7XULGDQQDSSUDLVHVPDJLFLWHPVDQGJHPVZLWKDQG

DFFXUDF\UHVSHFWLYHO\

 7KH'DUN+DOO±0DQ\FRYHUWPHHWLQJVDQGRWKHUGHYLRXVRSHUDWLRQVWDNHSODFHEHKLQGWKHVHGRRUV7KHURRP

LWVHOILVGLYLGHGLQWRIRXUGLVWLQFWURRPVZLWKKHDY\GUDSHULHV7KHGUDSHULHVDUHHQVRUFHOOHGZLWK6LOHQFHDQG

RWKHUGZHRPHUVWRSUHYHQWXQZDQWHGSU\LQJH\HVDQGHDUV

 7KH.LWFKHQ±$OWKRXJKWKLVLVFDOOHGWKHNLWFKHQQHLWKHUDVWRYHQRURYHQZLOOEHIRXQGKHUH$SDLURI

ODUJHWDEOHVXVHGWRVWDJHWKHIRRGDQGEHYHUDJHRUGHUVIRUGHOLYHU\DUHLQWKHFHQWHURIWKHURRP0DQ\

EDUUHOVFDVNVERWWOHVDQGFUDWHV±VRPHHPSW\VRPHIXOORIIRRGDQGGULQN±FDQDOVREHIRXQGVWRUHGKHUH

$EHOOMXVWRXWVLGHWKHGRRUZLOOEHUXQJZKHQDEHYHUDJHRUIRRGRUGHULVWREHSLFNHGXS$EURQ]HUXQH

HQFUXVWHGSRUWKROHOHDGVWR2QO\WKH³FRRN´DZL]HQHGROGZRPDQQDPHG0HULVNDNQRZVWKHPDJLFZRUGV

QHFHVVDU\WRRSHQWKHSRUWKROH

 3ULY\±$SDLURISULYLHVRQHPDUNHG³KXPDQHOI´DQGWKHVHFRQGPDUNHGVLPSO\³RWKHU´LQWKHFRPPRQHOI

GZDUIJREOLQDQGRUFWRQJXHVOLHDWWKHHQGRIDVWRQ\SDWK0HULVNDNHHSVDSHW2W\XJKLQWKHERWWRPRIWKH

SULY\,WLVVDWLVILHGE\WKHSDWURQV¶³GHSRVLWV´EXWWKHRFFDVLRQDOWKLHIRUWKRVHZLWKSU\LQJH\HVKDYHDOVREHHQ

GHSRVLWHGEHORZ

 6FXOSWXUH*DUGHQ±0HULVNDKDVPDGHDTXLHWSODFHRIUHIOHFWLRQRXWEHKLQGWKHWDYHUQ6RPHVD\WKDW

WKHVWDWXHVORRNVLPLODUWRWUDYHOHUVZKRFDPHWKLVZD\PDQ\\HDUVDJREXWPRVWEHOLHYHWKDW¶VPHUHO\D

FRLQFLGHQFH

 7KH2YHQ±%RXQGLQDPDJLFDOFLUFOHWUDSSHGIRUHYHUZLWKLQWKHFLUFXODUFKDPEHULVDQ(IUHHW7KHHIUHHW

QDPHG6XOODK$O¶ELQSURYLGHVWKHKHDWIRUWKH0DLQ+DOO&OHYHUSLSHVDQGYHQWVGLUHFWWKHKHDWLQWRWKHURRP

GXULQJWKHFROGPRQWKVDQGXSZDUGGXULQJWKHVXPPHU,QDGGLWLRQKHFUHDWHVIRRGDQGGULQNDFFRUGLQJWRWKH

GLUHFWLRQDQGGHVLUHVRI0HULVND2QVORZQLJKWVKHLVGLUHFWHGWRFUHDWHIRRGDQGGULQNWKDW0HULVNDER[HVDQG

ERWWOHVXSIRUVDOHRUIRUZKHQWKHWDYHUQLVSDUWLFXODUO\EXV\

(16)

In the smoldering ruins of the

Tavern (at the

Edge of the Word) Rucchus will grip the Efreet

by its throat and force it to produce tankards of

Goatfist Ale.

Once the party has consumed the last of the five

rare and wondrous brews, they will be presented

with the “ever-full tankard”, which as the name

suggests, will refill itself with a “generic type” of

ale each time it is emptied.

In addition to this wondrous item, the characters

themselves will be forever changed from their

experiences and possibly by the combined after-

effects of consuming each of the five ales in the

proper succession.

Roll

1d6

and consult the following table for a

ran-dom and permanent effect:

1

“Hung Over”

No Effect

2

“Iron Clouded”

+ 1 Wisdom

3

“Hobgobbled”

+1 Dexterity

4

“Bewitched”

+1 Charisma



“Poppel-mannly” +1 Constitution

6

“Goat Fisted”

+1 Strength

Walk of Fame/Shame:

Depending on the actions of the players

through-out the course of these five One Page Dungeons,

the NPC’s and their communities will be effected

in different ways.

The Iron Cloud: If left intact, the structure will

drift off to be lost forever. Androids

01 and 03 will

set of to search for it. Android

02 will continue to

travel with the party. The Mitsubishi will finally

be out of fuel and unusable.

Trouble’s Root: If the Brothers and Hobgoblins

are not routed, the nearby town of Edgewood will

be overrun and eventually abandoned.

The Witch’s Hut: If the witch still lives (and she

should if you railroaded it right) she will continue

to ensnare the local menfolk, but the characters

are always welcome.

The Giant’s Dollhouse: If Poppelmann is

defeated, the characters will be the heroes of the

surrounding countryside.

Princess Amaryllis

will depart searching for her lost kingdom along

with

Lady Darnton. U’rk Xiq’t will aid the

party for one further adventure before paying off

his blood-debt.

Cog’s owner, a young boy who has

lost his sight, will ask for his return.

The Tavern (at the Edge of the World): The

tavern will eventually be rebuilt, but

Turidann

will likely place a price on the heads of the

char-acters. Additionally, the characters will have made

permanent enemies of any surviving

Illithids,

although they will have earned the respect of the

Goblin War Band in the unlikely event that any

of them still exist.

Having received due tribute through the

comple-tion of the quest by the party,

Rucchus will

depart.

(17)
(18)

www.onepagedungeon.info

References

Related documents

Chronic headache Orthostatic headaches evolving in months to chronic lingering headaches Non-orthostatic chronic daily headache Second half of the day headaches often with

Although China’s Compulsory Education Law is different than many Western countries’ compulsory education laws in that it specifically enforces 9 years of education as opposed to

 Driver in the host computer: The iSCSI Initiator driver is installed in the host computer, which, together with SCSI drivers with the system, realizes the packaging of the

This limit can thus not be thought from a bird’s eye perspective. Limit is instead “my” finitude and inability, the limit of “my” ability. To be surrounded by limits, to

Let's go back to the definition of information security. In view of inadequate controls of initial cryptographic key establishment, mere privacy and integrity protection are

8190 provides that in the appointment or assignment of teachers to public elementary or secondary schools, priority shall be given to bona fide residents of the

You can certainly attempt to apply the technique without addressing the whole body, provided you make sure both ends of the spine are relatively free and at ease, that you

Bad Deutsch-Altenberg Context: Armoury Inventory No.: not recorded Reference: von GROLLER 1901a: Taf.18, scale drawing: L max: 54mm, W max, buckle bow: Fig.40 Dimensions from