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OnePa

geDungeonCont
est
201
0

TheWi
nni
ngEnt
rie
s
OnePa
geDung
eonCo
nte
st2
010:
TheWi
nni
ngEnt
ri
es
Ta
bleofCont
ent
s
1-
Int
roducti
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.5
2-
OnOnePa geDung eons.
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OnePageDungeonsfromtheOut s
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6
Ort
hodoxyofOnePa geDungeons.
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.7
I
nPrais
eofBrevi
ty.
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9
3-
TheJudges.
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.10
4-
TheWi nners.
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11
5-
ThankYouS ponsors
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.30
OnePa
geDung
eonCo
nte
st2
010:
TheWi
nni
ngEnt
ri
es
I
ntr
oduc
ti
on

1-I
ntr
oduc
tion
Ireal
lyenjoy e
dl ooki
ngt hroughtheOnePa geDung eonConteste
ntr
iesin2009.Atthe
ti
meIwa se lat
edt ofinddoz e
nsofot he
rdung eonma s
ter
s,gamemas t
ers
,andrefer
ees
withdung eonst hatseemedl i
kepolis
hedve r
sionsofwhatIcouldhavecrea
tedmy s
elf
.
Someoft hem we r
emuc hbe tt
er,muchmor eorigi
nal
,muchlonger
,muc hbet
terl
ooking
thanwha tIwoul dha veproduced,butal
lina l
lIfel
tingoodcompany.Ife
ltgoodabout
myowns tuff.
Thesubmi ss
ionsof
tenlookedlik
eadve
nturesIcoul
dr uninasingl
eses
sion.The
ywere
ea
sytot ak
ea l
ongonholidayswit
hasma l
lrul
ebook,s
omepa per
,somedi
ce ,a
ndapenc
il
.
Theyfil
le
dani chet
hatbigg
era dv
ent
urescoul
dnot.Iwa si
nlov
e.
Congr
atul
ati
ons
!Le
tot
her
sknow i
fyouus
eanyoft
heOnePa
geDung
eonCont
est
submi
ssi
ons.
! Al
exSc
hröde
r
OnePa
geDung
eonCo
nte
st2
010:
TheWi
nni
ngEnt
ri
es

2-OnOnePa
geDung
eons
I'
veas
kedthreeot
herpe
opl
etot
ellusmor
eaboutt
hebe
nefit
sandl
imi
tat
ionsoft
heOne
PageDung
e onfor
mat.
J
ose
phBlochistheauthorofthemegadungeonCast
leoft
heMadArchmage.
He '
s
c
urr
entl
yworkingonhi sownEmpr i
se!
™g ame;hesaysi
t'
s“t
hegameI'
vewa nt
edtoown
f
or25y
ears
.”Youcanfindhisbloghe
re:htt
p://
gre
yhawkgrog
nar
d.bl
ogspot
.com/
MichaelCurti
sist
hea ut
horofthemegadungonS
e to
nehel
l:
Do wnNi
ght
-Ha
unt
edHa
ll
s.
He'
scurrentl
yworki
ngont henextvol
ume .
Youca
nfindhi
sblogher
e:
ht
tp:/
/polea
ndrope.
blogs
pot.
com/
RobConleyi st
heaut horofthemini
atur
ecampa i
gnset
ti
ngc ol
lect
ionsPoint
sofLig
ht
andPoint
so fLi
ghtI
I:TheS unri
seS
ea.Heals
owroteanexcel
lenttut
or i
alonhowt ocre
ate
asandbox.Youcanfindhisbloghere
:htt
p:/
/ba
tinthe
att
ic.
blogs
pot.com/

OnePag
eDung
eonsf
romt
heOut
side
©2
010J
ose
phBl
och
Whe nAle
xSc hröde
ra pproachedmet owriteanint
roduct
iontothiscoll
ecti
onofone -
pagedungeons,myfirs
tr ea
ctionwa s“whyme ?
”Ime an,i
fanyt
hing,I’
ma ssoci
atedwith
theoppos
iteendoft hes pectum;myCa
r st
leoftheMadArchmageisjustabouta snon-
one-pa
ge-
dung eonasyouc ang et
. Butpe
rhapsIcansheds
omelightont hebeautyofthe
one-pa
gedunge onc
onc eptfrom theouts
ide
.
Oneoft heha l
lmarksofthemode r
nOl dSc hoolReviva
lis“ s
impli
cit
y”,whichweseei n
therevi
valoftheea r
li
estedi
ti
onsoft heg ame ,whichwe renote
df ortheirt
ers
ewr i
ti
ng
styl
e.Theearli
estpubli
sheddungeons ,sucha sG1S te
adingo ft
heHi l
lGiantChie
fwe re
simil
arl
ybrie
finna ture
,butpackedwi thi nf
orma t
ionint hosefe
w pag e
s.Imightpoint
outtheJudgesGuil
dmodul eTege
lMa no rasane xe
mpl a
roft hest
yle.
Inthatcas
e,thebrev
itywasoccasi
onedbyne cess
ity;t
herewereonlysoma nypage
stha
t
coul
dbefill
ed,andthecontentsneededtoconformt othatl
imit
ati
on.Themode rnone-
pagedungeon,ontheotherhand,i
sac onsc
iousreturntotha
tstyl
e,for
cingthea
uthort
o
packalotofi
nformati
onintoas mal
l s
pace.
Thisenforc
edt er
sene ssforce sthewr itertoanalmos tHemmi ngwa y-esquebr e
vity
.Every
wordha sgottoc ountf orsome thing ,andthereislite
rallynor oom fora nye xt
raneous
ma t
eri
al.Asas i
dee ffe
c toft his,theg amema ste
rwhoi sc a
ll
e dupont or unag amef r
om
suchade si
gni sforcedt oi mpr ovis e
.Thi s,t
oo,isaha llma r
koft heOl dSc hoolRe vi
val
,
andisperhapsthemos timpor tanta spectoftheone-pagedung eonde si
g nconceptfrom a
pract
ica
lpointofv iew.Si ncet het exti t
s e
lfi
sbereftofa l
mos talloft hefluff,a
ndc annot
havethec ompl e
tistde sc
ribingofr ulesforeverypos sibl
epl ay eraction thatmode rn
modulesseemt ol e
a nt owa rds,theg amema sterisforcedtol i
vebyhi swi t
s,improvis
ing
notonlyba ckgr
ounda ndot he r“fluff”(whatisther el
ati
ons hipbe twee nthev ampirein
room 4andt heogre-ma geinr oom 1 1?).
OnOnePa
geDung
eons

Whe nt here’
snot hi nga boutitonthepa ge
, t
hega mema s
te risfre
e,nay,force
d, t
oi nvent
ana nswe rthatwi llresultinma ximizedenjoyme ntforthepl ay
ersa tthetablea tthat
parti
cularmome nt.Oneg amema ste
rmi ghtdecidethatthev ampireandt heogre- mage
areene mies,le
ttingt hepa rt
ytakeadvantageofthes i
tuation.Anot hermi g
htde ci
det hat
theog re-
ma gei st hes ervantofthev ampire
,andt akething sintoac ompletel
ydi ffer
ent
dir
ection.Tha ta bilitytode ri
veac ompletel
ydiffere
nte xpe r
iencefrom thes ames ource
ma t
erialisoneoft hebe stt
hingsaboutthemode rnOl dSc hoolRe vi
val,a
ndi t’
sonet hing
thattheone -pagedung e onformatencouragesbyitsveryna ture.Oneisac t
uall
yforc edto
bear efer
ee,rathe rt hanana rra
tor.
Sobeholdthes
et e
rsegems ,i
nwhosefew wordsarec
rea
tedwor
ldscompl
etel
yopento
thei
nterpr
eta
tionofthos
ewhoe ncounte
rthemi nawayt
hatmor
e“comple
te”adv
ent
ure
modulessi
mplycannotbe,bythe
irver
ynatur
e.
Br
evi
tyi
s,i
nde
ed,
thes
oul
ofwi
t.

Or
thodo
xyofOnePag
eDung
eons
©2
010Mi
cha
elCur
tis
Thoseofuswhoc amei ntothehobbydur ingi t
sboom i nthe1 980sorl at
era refamil
iar
withthes t
andardde si
gnofpubl i
she
da dv entures:ubiquitousbox ed“ tober eadtothe
pla
yers”text
,de s
cripti
onsofe veryl
astr oom a ndNPC,a ndnot esone verythi
ngthe
mons t
ersma yorma ynotdoa cc
ordi
ngt ot hePCs 'actions.Thi sisnotaba ds trat
egyif
youintendong iv
ingpa yi
ngcustomersthebi ggestbangf ort heirbuck,butal ousyoneif
you’
rejusttryi
ngtowr i
teupaSa tur
dayni ghtdung eonc r
a wlf oryoua ndy ourfri
ends.
Tooma nynov i
cerefereesweregiv
enthei mpr ess
iont hatthi sformatwa sonet hatever
y
advent
ur ewassupposedtofoll
ow–e venthos ewritte
nf orone ’
sowne ntert
ainme nt.
I’
m nota shamedt oadmi tt hatIs uccumbe dt ot hisbeli
efa ndt hatma nyofmye a
rly
effor
tsa tadventur
ewr it
ingf eaturedbox edt e
xta nda tt
empt edt opr e
dictever
ypos si
ble
scenariotheplayer
smi ghtc oncoct.It
’st a
k enac oncentra
tede ffortt oridmy s
elfofthese
badha bitsa ndtheOnePa g eDung e
onf ormathe l
pedimme ns el
yi nr ehabi
li
tati
ngmy
gamema s
tersensi
bil
iti
es.TheOnePa g eDung eonr equiresther e
fereetopa r
ehi snotes
downt othebonea ndf orceshi mt og amebyt hes eatofhispa nts,drawingde t
ail
sand
locat
ionc oloroutofthi
na ira stheadve ntureprogresses
.Be c
aus eoft his,Iwasoneoft he
earli
estproponentsoftheOnePa geDung eon.
Ofc our se,everynew phil
osophyha sitssc hi
s msa ndt heOnePa geDung eonwa sno
exception.Asmuc hasIwe lcomedt hisne wt e
mpl at
e,Ic ouldseet hel i
mitat
ionsit
presented.Forr efer
eesli
keme –thos
ewhol over andom t a
blesandintricat
edung eon
speci
a ls
–t heOnePa g
ejustdidn’
tha vee noug hr oom t ospreadout.Thi siswhymy
ear
liesta bbrevi
ated dungeon des
ignsa rea ctuall
yTwo Pa geDung eonsa nd my firs
t
publishede ffor
t,Stonehe
llDung eon:DownNi ght-
Ha untedHa ll
s,fe
a t
uresnume rous
FourPa geDung eons–ther
esimplywa sn’
te noug hroom f oral
lthewonkyi deasIneeded
tothrowdown.
Thisshouldn’tbe t
akena sa sl
am ag
ainstthe f
ormat
.Alt
hough notan orthodox
pr
acti
tione
roft heme thod,Ir
ema i
nade v
ote
eoft heOnePageDung eoninspiri
t.I
bel
iev
et ha
tt hele
ssonswhichag a
mema st
erc a
nlearnbywri
ti
ngana dvent
ureina n
OnePa
geDung
eonCo
nte
st2
010:
TheWi
nni
ngEnt
ri
es

abbreviat
edf ormata ndt henrunningi tina ctualplaywi l
limpr oveanyr ef
eree’sskil
ls
regardl
essofhowl ongheors hehasbeena djudicati
ngg ames.Bystress
ingbrevi
tyi none’s
notes,theg a
mema s
terlear
nswha tinforma ti
oni smos timportanttoha veonha nda nd
wha tsparsedetail
sarei ndi
spensa
blewhe nbr i
ngingthes cenar
iot olif
e.Every
thinge ls
e
become ssecondary.Onc etheseel
eme ntsa r
ei denti
fie
d,thea dventurewriti
ngpr ocessis
muc he asi
era ndt hee ndr e
sultmor ee nte
r ta
ining.Ifyou’vene verwr i
tt
enorr una n
adventureusingtheOnePa geDung eonme t
hod, Ihighlyrecomme ndi t
.Youmi ghtne ver
haveamor efreei
nge xperi
encewithadventur edesign.
TheOnePa geDung eonha sanotheradvantag
eov eritmuchlongerbret
hrenwhe nit
comestoi ndivi
dual
it
y .TheOnePa geDung eonsyou’r
eabouttorea
darenotfullyfle
shed
outscenariosreadytober unimme diatel
y.Inst
ead,theyar
emi cr
oburs
tsofa dventur
e,
onesthatg iv
ey oualltheme c
ha ni
caldatayoune edtorunthem,butsti
llrequir
ey our
imagi
na t
iona ndcrea
tivit
ytobecomeme morabl
eg ameexper
ienc
es.
Theups hott othisisthate achoft hesescena
riosprov i
desy ouwitht heoppor tunit
yto
maket hea dventureuniquet oyourg r
oup.Giveanyoneoft heseOnePa geDung e
onsto
twentydi fferentgamingg roupsa ndy ou’l
lendupwi t
has c
or eofdiffer
enti t
erati
onsof
thea dvent ure.Justtr
yt ha twitht heTombofHor rorsorKe epon t heBor derl
ands!
Speakingf rom myowne xperi
encewi t
hS t
onehe l
lDung eon,it'
sag reatt hri
lltowa t
ch
some onee l
s etaketheframe worky ou’
veconstructe
da ndbui ldsome thingwi thityou
wouldha v ene verdreame dofony ourown.Ihopee v
e r
ywr ite
rwhoc ontributedaOne
PageDung e ontothiscontestgetstoe xper
ienc
et hatsamewonde r
fulthril
l.
TheOnePa geDung eonhasbee
ndi s
mi s
sedbys omea sac heapg i
mmi c
korapa ss
ingfad.
Ifthatwast hecase
,Idoubtwewoul dcur r
entl
ybec e l
ebrat
ingt hes ec
ondannua lOne
PageDung eonCont estorst
il
lbes e
eingt heformatc onti
nuet oa ppearinthepa gesof
fanzi
nessucha sFightOn!The s
es i
mpl i
fiedadvent
ur ershaveobv iousl
ystr
uckac hord
withg a
me rsregar
dlessofwhatedit
ionorg ametheya replaying,lendingcre
dittot he
ideathatt
heya r
emuc h,
muchmor ethans i
mplythe“flavorofthewe e
k”ingamede si
gn.
Ifthisi syourfir
ste xper
iencewitht heOnePa geDung eon,you’
reinf oratreat
.You’v
e
mos tlikel
yne v
e rseensuchag amutofa dventuresa
s s
embl edinones ma l
lpac
kage.Don’t
besur pris
edifafterreadi
ngt hes
ey oufindy ourowng a
menot est
obemuc hshortert
han
theyus edt obe.Ifthisi
sar et
urntriptot helandofOnePa g
ea dv
entureforyou,another
bevyofbr iefbeautiesawaitswit
hin.Ma y beoneoft hemi syourown.I nthatcase
,Ihope
you’l
ls oonbehe ari
ngt al
esofwha totherg ame r
sdidwi t
ht hegerm ofyouridea
.
OnOnePa
geDung
eons

I
nPr
ais
eofBr
evi
ty
©2
010RSConl
ey
Roleplay
ingGa me swe r
ebor ninthedung eon;thefirstadvent
urestookplacei
nthema ny
l
evelsandc avernsunde rneat
hBl ac
kmoora ndGr e
yha wk.Thoseearlydungeonsbec
ame
huges prawli
ngl ocale
s.Yetwhe nwebr ows ethee xa mplesf
rom thee ra,wefi
ndterse
handwr i
ttennotes ,
sketc
hyma ps
,andma nyrandom t ables
;compa re
dt othecommercia
l
modul esthatfollowedt her
ea ppearedtobea lmos tnothing.Thes ec
retoftheseearl
y
dung e
onswa sint heimag i
nati
onoft hei
rr ef
ere
e s:Da veArnes
ona ndGa ryGygax
.
Theonepa g
edung e
onsrepre
sentsthebes
tofthatear
lytradi
ti
on.It
sshortf
ormatfor
ces
theauthortoincludeonl
yt ha
twhi c
hisabsol
utel
ynecess
arytotheadvent
ure;l
eav
ingthe
res
ttot herefe
ree’simag
inati
ont obrea
thtolif
e.Asconsequence
,eachofthe64entri
es
f
orthisy e
arwillbecomesome t
hinguniqueinre
fere
es’ha
nds .
Thef or ma tha
sothera
dvant
ag e
saswe l
l.Ref
ereesha
veauniqueworldthattheirpl
ayer
s
advent urein.Notwocampai
gnsa rel
ikeeventhoset
hatha
vetheirba
sisinac omme r
cia
l
produc tli
k eGrey
hawkorForgott
enRealms.Theonepagedungeonter
seforma tmakesi
t
idealfora dapt
ati
ontoamyri
adofmi l
ieus.
Writ
ingshor
tpiec
esisoft
enthehardes
tty
peofwriti
ng.Si
xtyfouraut
horsr
osetothe
cha
lle
ngeandsubmitt
edthei
rentr
ies
.AsIwrit
ethi
sIdon’tknow whothewinne
rswil
l
bebutIc
ongrat
ulat
eeachandeve
ryoneonajobwel
ldone.
Idon’tthinktheone -
pa g
edung e
onf ormatisidealforal
lthethi
ngswec anwrit
ea bouti
n
ourhobby .Wi lder
nessescanquicklygrow inpa gecountbasedont hesiz
eoft hema p.
Ma nypl ots
,a ndNPCsr equi
relong erexplanat
ions.Ifyoua r
edoi ngadung eona sa
my thicunde r
wor l
d,event er
sel
ywr i
tte
n,ma nypa ge
sc anbede v
ot e
dt othatt y
peof
locale
.Whe r
et heone-pagedungeone xcel
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Central New Jersey After the “Big Whoops”
Meadowlands Mad Hermit Rumors Wandering Monsters
d8 Rumor Well, duh. They're ubiquitous.
1 Want some rye? 'Course ya do! (F) (save vs. poison
or take damage and pass out)
2 If you get lost, beware the eater of men!
Frequency: Whenever the action slows
3 Beware the mad hermit of the north lands. down, 1 in 8.
4 Tribes of subhuman pig-men inhabit the Pine Barrens,
but they're not the problem: it's strictly bush league Ruins: CHUDs, scavenging tribes, pig-men
down there. Hills/Caves: scavenging tribes, pig-men
5 Wearing an amulet of bacon around your neck will Radioactive Zones: CHUDs, tentacle beasts
keep the Jersey Devil away. (F) Swamp: tentacle beasts, Bush League, pig-men
6 Strange Magic of the Old Times provides a quick way Forest: mutant bears (porridge optional), Jersey
to get from Acey to Vega$ Devil, pig-men
7 Drinking the Meadowlands water will give you Shore: Guidos, Landsharks, pig-men
superpowers (probably F; it's radioactive, so if you got Mountains: mutant bears, inbred hicks, pig-men
lucky enough with your die rolls, then maybe...)
8 My cat's breath smells like cat food.
You get the idea.

Noteworthy Sites
Hex 601: Hoboken – Population 30,000. Ruled by the Witch-Queen (imagine Glenn Close
as Cruella De Vil), who wants to have the head of hometown hero Frank Sinatra
enshrined in the city. The head is believed to be in Vega$, which has some mystical
connection to Acey (Hex 610).
Hex 610: Acey – Population 50,000. A wretched hive of scum and villainy full of loaded
dice and rigged card games, it also houses (in the airport ruins to the south) a cult that
worships The Flying Dutch Schultz, a Boeing 707 with a sentient but deeply
delusional autopilot, which still might be able to get a party of adventurers to Vega$ in
return for the right sacrifice. If a party hasn't yet encountered the Jersey Devil, he will
come to investigate when they cross the last causeway into Acey.
Hex 502: Meadowlands – home to the Mad Hermit and his puma Whiskers. Looks and
smells just like the guy from B2. Has some rumors to communicate.
Trenton and Environs (Hex 205 and surroundings): Trenton made, the world took, and then
they nuked the hell out of it. Deadly radiation.
Hex 307: Fort Dix. Thoroughly nuked. Probably some pre-Whoops military gear in there, if
you could get through the radiation.
Hex 402: New Brunswick – population 4,000. The closest thing to a normal town New
Jersey has these days. Kind of wary about adventuring parties.
Hex 607: Toms River – Population 600. Home to a sect that's fond of sacrificing outsiders
to the Jersey Devil, who protects the village in exchange for the occasional snack.
Has excellent second-hand clothing, weapons, and armor stores, though.
Hex 306: Bordentown – Population 80. Home to the Mastoris Diner, finest restaurant in the
state. Just don't ask too many questions about where they get their meat.
Hex 204: Princeton – Plenty of pre-Whoops Mad Science tech in ruined labs, but also
home to The Princeton University Band, a horrifying giant amoeba, colored orange
and black in a plaid pattern (tends to cause nausea in viewers), with bits of brass
instruments poking out of it. The Band attacks with a cacophonous (and nauseating)
sonic attack and will eat (and especially drink) anything, singing filthy (and
nauseating) limericks off-key and lurching around erratically all the while.
Pine Barrens (forests east and south of Fort Dix, Hex 407 and surroundings): Stomping
grounds of the Jersey Devil, who looks exactly like Tenniel's Jabberwock illustration,
down to the waistcoat. Speaks with an incongruously high and squeaky British voice.
Excruciatingly well-mannered, right up until he eats you. Lack of Vorpal Swords in
post-apocalyptic New Jersey makes him a very dangerous opponent.
Bogs (swamps north of Pine Barrens, Hex 505 and surroundings): The fetid depths of the
cranberry bogs are home to pig-men and the radical Vegetable Separatists known as
the Bush League:
! Rovin' Karl the Turd Blossom – Baby face with little white petals, throws feces,
nauseates opponents by emitting vile stench, speech causes berserk rage.
“Central New Jersey after the 'Big Whoops'” © ! The Decider – Human-sized W-shaped saguaro cactus with cowboy hat and
2010, Adam Thornton <athornton@gmail.com> nickel-plated six-shooter; claims to be in charge but tends to hide behind Big Dick
if things get violent; speech causes confusion.
This One-page Dungeon Contest entry is ! Big Dick – smaller, more evil, better dressed, less Appalachian Hillbilly Tree from
adapted from Bring Me The Head Of Frank http://www.somethingpositive.net/sp05042002.shtml; in addition to his Horrific
Cornhole Attack, he carries a shotgun, with which he loves to shoot “meatbags” in
Sinatra!, an adventure for Mutant Future and the face.
similar systems, projected for release in 2010. Southern Swamps (Hex 210 and surroundings): home to tribes of subhuman pig-men.
Referee's choice whether they're pig-faced orcs, Kallikaks, or just Phillies fans.
License: Creative Commons Attribution-Share Alike 3.0
Garden State Parkway (road along eastern side of state): has a tollbooth approximately
http://creative/licenses/by-sa/3.0/
every two hundred yards, each manned by a surly troll demanding a few silver pieces.
Trolls are in fact fully licensed and bonded representatives of the New Jersey
Gaming blog: http://athornton.dreamwidth.org Highway Authority. Turnpike (center-west to northeast) has higher tolls but many
Documents: http://www.scribd.com/ajthornton fewer of them.
New York City: The map is correct. It no longer exists, period.
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!"#$%,&'($)&*+&$,-($*,. By Corwin Riddle
/-'01,*234
Long ago, in a war forgotten by even the most learned
bards, a king called upon the mountain city of Velth
to assist in battle. However, the citizens of Velth had
become powerful and wealthy and had much to lose,
so, believing victory to be impossible, they turned
against their king and countrymen at a pivotal point
in the war, barricading themselves in the mountains
and abandoning their oaths of loyalty.
The war raged on. Eventually, the king’s armies
were defeated, and he mortally wounded. For aban-
doning their kingdom in its most dire hour, the king
cursed the city with his last breath, offering his soul
and lineage to the gods if they would deliver justice.
As the story goes, Velth disappeared from the moun-
taintop, along with its residents, treasure, and every
trace of its existence. Hundreds of years passed, and
the city of traitors was forgotten… until now.
Deep below the surface, in the darkest caverns, a
city sits alone, suspended by colossal stone chains
above an abyss—abandoned by the world. Some say
the city was slowly rebuilt, others claim it simply ap-
peared. Regardless, rumors tell of the mysteries with-
in: unspeakable horrors, priceless treasures—all wait-
ing for any brave enough to enter the City of Traitors.

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Many of the buildings have been reduced to rubble, leaving most
of the streets impassable. Creatures have burrowed caves and
Point of Interest tunnels all over the floating island, allowing passage between the
Special Event city’s larger areas. The outside is dimly illuminated by various bio-
luminescent plants, fungi, and organisms; some buildings are lit by
torches, but darkness is pervasive.

5*(3$.&*+&(3$",".$
1. Shackled Pass: A rickety wooden bridge is attached to 10. Tomb of Traitors: Inside are elaborate sarcophagi con- 19. Vault of Scrolls: An ancient library, though most of the
one of the giant stone chains and provides entry to the taining the city’s traitorous leaders, who haunt the room books and scrolls are now dust. The PCs will find some
city. There are words and images scratched into the as a group of 8 Ghosts and Wraiths. Written on the texts detailing the war and betrayal, and 2 spell scrolls.
stone in several languages as a warning to turn back. tombs is a curse upon them, condeming them to eternal 20. Courtyard: Patrolling a murky and glowing fountain is a
2. Guard Quarters: A large portcullis opens into a poorly-lit suffering; if the sarcophagi are destroyed, the ghosts per- group of 6 Small Water Elementals. If the fountain is
courtyard, where 4 Dark Elves confront the PCs and de- ish for good and the PCs will anger the Wrathful King. disturbed, a Large Water Elemental emerges, forbid-
mand an outrageous toll for entering the city. They will 11. Sewage Controls: A two story building. The basement ding entrance to the Wrathful King’s sanctum.
attack if refused, threatening to feed you to The Hungerer. contains levers to disable the sluice trap (event C). The 21. Tower of the Wrathful King: Haunting the tower is the
3. Watchtower: Another 3 Dark Elves wait in the top of top level opens to a roof, letting the PCs see a glowing king who cursed Velth, a powerful Undead Being,
the tower, and signaled the PCs’ arrival to their friends tower (area 14), and a strange waterfall coming from watching over the city to ensure their eternal torment.
in (area 2). If the PCs killed the others, they wait in the above (area 12). He objects to the PCs’ presence, especially if they de-
shadows to ambush—otherwise, they refuse entrance. 12. Shadow Falls: A giant waterfall rains down from above, stroyed the tombs in (area 10), and attacks, calling
There is a small chest here containing appropriate gp. though its source is too far to be seen. In the water be- 5 Ghostly Guards of dead soldiers. If defeated, the PCs
4. World’s End Inn: A makeshift inn and den for travelers. hind it, PCs can see a ledge covered with something glit- will find treasury gems and a powerful magic weapon.
tering—it’s armor from dead adventurers. The Hungerer, a
A ladder leads up to a 15’ high loft, filled with hay and
Giant Aquatic Worm, attacks. If they survive, they find
.5"'(-#&"!"3$.
covered in darkness.
an appropriate level magic weapon on the ledge. A. If the PCs linger or take a rest here, 5 Halfling Thieves
5. Cavernous Passage: Lit by bioluminescent fungi, the pas- return, and will try to rob and kill the PCs.
sage has an extremely low ceiling of 4’ and is covered 13. Armory: Stripped of any valuable items long ago, the
room is crowded with rusty weapons, making it difficult B. The water here is 10’ deep, the walls 20’ high. If the PCs
with stalactites. The floor is covered with a thin layer of
to traverse. There are 3 Suits of Armor, which attack if try to swim down the canal, The Hungerer may attack.
murky water and centipedes. If the PCs are quiet, they
can hear voices up ahead. disturbed. If killed, one becomes a piece of magic armor. C. A sluice trap triggers, closing the gate and filling with wa-
14. Market Row: The ancient and abandoned bazaar, filled ter. The PCs must find the release lever to escape.
6. Hunting Grounds: A group of 4 Dark Dwarves are argu-
ing about how to divvy up the possessions of The Hun- with rubble, debris, and derelict buildings. A group of D. The gate is locked, but noisy, and triggers a 3 Mindflayer
gerer’s latest victim. They flee to (area 8), and the PCs mindflayers frequently hunt here, since many adventur- ambush if the PCs attempt to gain entry through it.
can hear screaming coming from (area 7). ers pause to search the buildings for treasure. E. The wall begins to collapse, creating a pit trap below.
7. The Hungerer’s Lair: Bones litter the island of the cav- 15. Forgotten Gate: The original entry to Velth now over-
ern, which is filled with murky water, 3’ high. Hanging looks an abyss and provides towers that reach the great ,-34*6&"3'*23$",.&(Roll 2d6)
from the ceiling is an Elf, shackled in chains. If released, wall. The area is a nesting ground for 2 Giant Spiders, 2 1d8 Giant Centipedes.
he warns the PCs to stay away from the water and the and is cluttered with eggs. The spiders dwell on the un- 3 2d4 + 2 Goblins scavenging bodies for weapons.
Wrathful King, who haunts the tower. If asked about The derside of the city and might come up if the eggs are
4 1d6 Human Descendants living in Velth, trying to take
Hungerer, he tells the PCs that it dislikes fire. destroyed or the PCs alert them.
back the city from all the monsters and adventurers.
8. City Square: Four enormous statues of Velth’s (former) 16. The Undermaw: A gaping chasm of the abyss, covered
5 2 Elven Adventurers, fleeing from the city, warning to
leaders tell a noble version of their defection with with many rickety wooden and rope bridges. A clan of
stay away from the waterfall and The Hungerer.
plaques. ‘TRAITORS’ is written in blood all over the stat- 6 Goblins hides nearby, and has a Large Troll at their
disposal. They will attack the PCs once on the bridges. 6 3d4 Giant Bats, trying to lift one of the PCs away.
ues, which provide cover. The 4 Dark Dwarves retreat-
ed here and wait in the darkness for the PCs to pass the 17. Great Wall: An ancient wall, 30’ high, is mostly de- 7 1 Mindflayer Scout, fleeing to warn others.
statues, attacking from the shadows. stroyed, though a guardroom is intact. Someone barred 8 3 Wights, wandering the city in torment.
9. Sewers: A grate in the back of a supply room leads to the the doors, which are now splintered and broken open. 9 2d6 Humanoid Slave Minions, digging a pit trap.
sewer tunnels, which are ancient and unused, but a slip- 18. Crystal Village: A pile of glowing crystals pulse within a 10 3 Ghostly Heralds, muttering of the city’s former glory.
pery slime covers the bottom. 2’ wide ledges follow the circle of hatched houses. The crystals weaken any mor- 11 1d6 + 3 Fungal Monsters.
perimeter of the sewer. A Giant Snake is just inside, and tals near them, and a group of 3 Mindflayers attack the
may or may not attack, depending on the PCs’ actions. PCs, assisted by 10 Humanoid Slave Minions. 12 1d4 Dark Elf Messengers, carrying a letter for the
Wrathful King, pleading for permission to kill ghosts.
www.readyanaction.com
http://creativecommons.org/licenses/by-sa/3.0/
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lands, looming over a vast plain of tar pits and
5/-#-6,)7"08)9$'()(+-0):%/##().+3&)0;&#$)-6)-$()
timeworn caverns for millennia, but they had
caused little trouble in recent times. Now, with
the arrival of the Troll witch, Stencheye, those
$%/"5#&().+3&)5&,"6)+6&;8)<$&62.&=&'()
children ravage the holdings of the nearby
Lords, devouring cattle, serfs, and men-at-arms.
Worse, they have begun looting caravans on
the Imperial Road, threatening trade with
neighboring lands.

>?@&0-$-/6()5=)$.&)A/%0(')/;6),+%%-(/6().+3&)
proved disastrous. In desperation, they have
@/($&0)+)(-4&+5#&)5/"6$=)/6)<$&62.&=&'().&+08))
Adventurers and mercenaries have begun to
gather, some drawn by the bounty, and some
by rumors of more precious cargo, looted from
$.&)97@&%-+#)2+%+3+6(B)

-'..'),/0"1(&02+,,
!"#$"%&'() *%+,) -() +) ($&&@-walled mesa, riddled
with caves and crowned with the nests of
countless scavenger birds. Red-painted
pictographs and Troll symbols cover the
surrounding cliff-side. Tunnels are sized for
giants, +$)#&+($)CD');-0&)+60)EF').-,.G);-$.).+%0)
packed earthen floors. All are smooth and worn
from centuries of use, and many bear ancient
markings in an unknown script. Roars and
sounds of fighting are commonplace, but
lightning, explosions, and other unusual sounds
may bring investigation from adjacent rooms.

H10)#60?0 -- Stencheye is a notorious Troll witchdoctor of unusual cunning and ability. She is never without her amulet of fire resistance, hidden beneath layers of fur and
rags, and wears a filthy Robe of Eyes as a shawl. Stencheye is crafty, and does not hesitate to flee for reinforcements. Seldom idle, she is typically found roaming throughout the
caverns (roll 1d4 for her location: 1. meeting with Molly Longfingers; 2. Just leaving the Tusk, on the outer bridge; 3. In the Reeking Dens, flogging a juvenile Troll; 4. dallying in her
chambers with one of her lovers). When outside her quarters, she has a bodyguard of 2 large trolls.
I">/J5&'>>2 - <$&62.&=&'()2.-#0%&6).+3&)7+6=)1+$.&%(G)+60)6/$)+##)+%&)$%/##(8)O@@&+%+62&()3+%=G)5"$)7/($)+%&)(7+##&%)and less regenerative than their brothers, and armed with
banded mail, longbows (often with arrows treated with a Slow poison), and polearms. Much less common, Devil-Trolls have additional spell-like abilities, and are marked by
demonic or diabolic features. Devil-Trolls attack with spell-like powers or their natural weaponry.

34, 5&0"#60&'(2, 72#0)1. A narrow ledge climbs steeply to a large cave mouth. K4,560,L>()*0&,5&'M0. A heavy stone door stands slightly ajar. Inside lie three
Kelgg the Gatekeeper, a giant 2 headed troll, stands guard. He hoots and snorts dismembered and acid-scorched Trolls. The cave is piled with looted goods, awaiting
happily as he rolls boulders down upon intruders. If approached, he rushes out to hurl trade to parties unknown. Two thieves are already here, rifling through boxes. They
enemies from the ledge. Coiled around his shoulders is a giant constrictor snake, are Feargus the Cutter (a Human Thief) and his Spriggan partner, Droopteats. Both
which he tosses at lightly armored foes. Kelgg is too stupid to summon aid. are villains of the worst sort, and neither likes to share a score. The loot includes
84, 9::0&, ;("&*&''.. Cracks in the ceiling provide dim light. A drunken troll valuable silks, spices, ingots, amphorae of wine and oils, and piles of weapons and
(#"7@() +,+-6($) $.&) ;+##G) (-6,-6,) #/"0#=8) H&) -,6/%&() $.&) @+%$=G) 5"$) +6=) I2"#$"%&0J) armor (total contents and value to be determined by the referee). If players know to
characters are horrified by his performance. 3 half-troll warriors throw horseshoes, look, they can spot the troll-."6$&%'()(+$2.&# (holds 6 acid vials and 2 potions of fire
their ears plugged with cloth. A Cave Bear pet sits chewing bones. Sounds of combat breathing). Otherwise, a search takes hours, and is certain to be interrupted.
may awaken 2 Trolls from the connecting caves, but only if the singing is silenced. 3N4, O=2=1=)%, ;=")1022. These are temporary quarters for Molly Longfingers, a
One of the caves doubles as a latrine, and emits an eye-watering stench. powerful Annis (&&P-6,) <$&62.&=&'() +-08) :/) &+(&) 6&,/$-+$-ons, she appears as a
<4, 560, ;&=2>?, @"&*0&. Curtains of stiff, uncured hides screen the entrances. A statuesque Troll queen in a dress of bones. Accompanying her are two eunuch Ogre
large fire-pit holds a spit and huge cook pot. Butchered horses and a human torso Champions (plate armor, 2-handed swords). If her Ogres are killed, she may parley.
hang from a wooden rack. Tending a chopping block is Meat-Hacker Yog, a deranged, A locked chest holds gold and gems intended as tribute for Stencheye.
hog-headed Hill Giant (the head was a Faerie curse) in a chainmail apron. 2 Troll 334,560,5(2$,'/,;G">>. A gleaming, -3/%=)(@-P&G)EF');-0&)+60)QF').-,.G)$.%"($()
assistants and a Dire Boar rush enemies while Yog grabs his arbalest. A trapdoor up through the center of this vaulted cavern. Ledges circle the walls, dropping to
reveals a notched log, serving as a ladder down to area 7. A wooden cage holds 2 steaming pits of boiling 7"0G)CD')5&#/;8)The Tusk is considered holy by many Trolls
would-be troll-hunters. One has a severed leg, and is delirious with fever. The other is and Ogres, though they will not explain its importance. It vibrates with a high,
lucid, but has a broken collarbone and cannot fight. If rescued, he describes a spear keening sound, affecting Trolls as a Chant spell. Along the outer wall, 3 Trolls hoot
and beaded satchel taken by his captors, both of which would be useful against Trolls. and pound on drums, while a visiting Ogre Mage meditates near the Tusk. Perched
A4, -=210&). A natural chimn&=) %-(&() KF') $/) $.&) $/@) /1) $.&) 2%+,8) L+$&%G) CE') 0&&@G) near the ceiling is a winged Devil Troll (gaseous breath; magic resistance). The
collects below in a natural cistern. A natural ledge allows those in area 5 to look down R,%&)S+,&);+-$()$/)+((&(()$.&)@+%$='()($%&6,$.)5&1/%&)2/77-$$-6,)$/)2/75+$8)B:.&)
into this lower chamber, but no one appears to be watching. Observant characters Tusk is unbreakable, but if struck it releases one of several primordial troll spirits
notice someone has lowered a rope down the chimney, but there is no one in sight. (banshees). Its base is heaped with gold, silver, and numerous bloody offerings.
B4,560,C&=)$=)%,D''.. A Giant Troll sits munching live chickens from a pen, 384, @=110&0*, H6'&0>=)0. Mounds of half-submerged detritus poke from the
while 2 half-troll archers and a thorny-skinned female Devil-Troll drink and play dice. shallow mud, including several splintered wagons. CD')1%/7 the shoreline, a pole with
The Giant Troll hurls intruders into the cistern, then tosses rocks. A crude still sits in an ornamented grip sticks up from the tar. It is the troll-."6$&%'() (@&+%) - a
one corner, along with 3 jugs of troll moonshine (treat as a highly-flammable, low- flametongue lance. Anyone trying to wade out to it becomes stuck in the tar.
grade poison). A small collection of coins and jewelry sits on a stone table. 3<4, 7)#021&">, !"&&'G. Hidden behind an illusionary wall is an undiscovered
!"#$%&'()&*&+,#-)./0&1,. A 200 lb. stone lid blocks the entry hatch. A glowing cave, its walls lined with ancient cave paintings of animals and Trolls. Three images
dagger imbedded in a crate lights the room, revealing rich tapestries and thick (though hold bound Animal Spirits, which attempt to possess intruders (one attack per spirit;
soiled) carpets. Two censers waft narcotic incense throughout the chamber, causing $./(&)@/((&((&0)%"6)/"$)-6$/)$.&)$+%)+60)-77&%(&)$.&7(&#3&(M8))BO$)$.&)1+%)&60G)+)
those unused to the effects to hit at -2. One of S$&62.&=&'() #/3&%() ;-##) 5&) .&%&G) set of fossilized Troll bones lies on a heap of flint shards, flanked by disintegrating
lounging in a heap of soiled furs (roll 1d4: 1. A Minotaur Chieftan; 2. A Type III mammoth tusks. Within the remains sit a bone necklace and a green stone club. If
Demon; 3. An Ogre Mage Warlord; 4. The Scragglebeard Brothers, a pair of insane, approached, flint shards swirl up and begin to spin around the body. Passing through
lecherous Dwarven WarriorsM8))<$&62.&=&'()$%&+("%&)-()-6)+)$riple-locked iron chest on them on the first round does minimal damage, but the shards accelerate rapidly,
+) (.+0/;&0) #&0,&G) CE') "@8) L-$.-6) +%&) ,&7(G) N&;&#%=G) +60) (&3&%+#) @/$-/6(G) 5"$) -1) +) becoming a Blade Barrier8) ) 91) @#+=&%() %&$%&+$) +$) #&+($) KF'G) $.&) (.+%0() (&$$#&) "6$-#)
hidden catch is not released, a second compartment releases a puff of yellow mold. approached again. By darting in and out when the shards first rise, a player can grab
E4, 560, D00$=)%, C0)2. These disgusting caverns house most of the Trolls. a single item with only minor cuts. The necklace acts as a Ring of Free Action, while
Mounds of furs, straw, and soiled bedding lie in lice-ridden heaps. 1d6 Trolls snore the club functions like a Staff of Striking (24 charges).
peacefully. ---------------------------------------------------------------------------------------------------------------
F4, @'G0&, ;("&*&''.. 2 Trolls wrestle for the hundredth time while a blue- Notes for Further Development: Returning raiders replenish the population by 1d4
scaled Devil-Troll and 2 Dire Wolves look on in boredom. The Devil-Troll has a per day (max. 16). If Stencheye is displaced, a rival band of Ogre Magi may seize
2/6$%/#8) ) !"#$"%&'() *%+,) -() +62-&6$G) +60) #+%,&%) $.+6) $.&) +%&+) (./;68) 9$() 6"7&%/"()
paralytic touch and a poison bite. A stout gate of logs blocks an exit onto the cliff-side.
caves hold more Trolls, G-+6$(G)+60)7+6=)1/%,/$$&6)(&2%&$(B
The entire place reeks of troll urine.
THE CONTEMPTIBLE CUBE OF QUAZAR

15. Cube Keeper’s


BACKGROUND: Quazar, a Quarters: The tusken ogre here
powerful evil magic-user from wears a belt with wrenches and a Cube
planet Eris has accidentally Keeper's crystal on chain at neck. Hidden among
transported himself and his 3. Pyramid: Magical voice furnishings are 9,550 triangular g.p., 5000 s.p. and 2 potions.
cube-like stronghold to Earth. He is booms, "An error has occurred, 16. Life Support: Many levers and panels. Large red knob will
trapped in his inner sanctum until he can the Inner Sanctum has been security turn all gravity fields on/off. Effects could be disastrous.
be freed by The Four Sacred Keys. In the sealed. Only the Four Sacred Keys will unlock 17. Silver Hall: Floor, walls, ceiling all of silver. At center of room
meantime, the uncontrolled denizens of his the Inner Sanctum," after this an IOUNifier descends is 8” inch silver cube atop a black stand. 20 one-eyed orcs,
fortress venture forth at night to feed and plunder from pyramid apex to attack intruders. 2d20 g.p. each, guard the silver cube.
the local villages. 4. Organic Waste: Abounding trash, dung, and sludge are 18. Storage: Rope, chain, iron spikes, metal beams, crates,
absorbed by a gelatinous cube. Inside gelatinous cube is 8” barrels and many unidentifiable items. A pouch of dust of
NOTES: Designed for 5 or more characters of 4th-6th level. cube of decorated bronze. A 4’ circular opening is in ceiling. disappearance is hidden at the bottom of a cask of pipeleaf.
The Four Sacred keys are 8” metallic cubes n areas 4, 7, 17, & 5. Metallic Waste: Scrap metal and wire are being devoured 19. Zoo Keeper's Quarters: A tusken ogre with Cube Keeper's
23. Cube keeper’s crystals work teleporters and open most by 2 rust monsters. d6 x 1000 g.p. worth of scrap gold is here. crystal. (NOTE: Cube Keeper’s crystal can open cages.) He
locked areas and cages. One-eyed orcs are standard orcs There is a 4’ circular opening in ceiling. wears boots of flying.
with one eye in center of forehead. Most walls/floors/ceilings 6. Wizard's Chamber: Door trapped, delivers 2d6 electrical 20. Aquarium: Giant Squid. Force field across top of aquarium
are dark green marbled stone. damage on touch. Room has bed, desk. Three worker is malfunctioning. Squid will reach out & attack. 75,000 g.p. of
amphorons are here. Bracers of defense are hidden in desk gold, gems, and treasure line bottom of tank.
WANDERING MONSTERS: Check for 1 on d6 every 2 turns. 7. Wizard's Study: Bas relief on wall of four stacked cubes. 21. Broken Cage: Something has escaped. Floor of cage is a
1. d6+1 One-Eyed Orcs Cubes are labelled "AU," "AG," "AE," and "Q." Near one wall is a shallow boiling pool with large boulders. Several vapor cranes
2. 1 Tusken Ogre with a Cube Keeper's Crystal black stand holding 8” cube of ornate gold. Opposite wall is were here, but are now wandering the cube. A 4’ circular
3. 1 Large Adult Vapor Crane shimmery portal that teleports to area 12. opening on walll behind cage is a chute to area 4.
4. d2 IOUNifiers 8. Library: Many shelves of large books in foriegn/alien 22. Monkey Cage: Three Flying Apes.
5. d4 Worker Amphorons languages. 2 one-eyed orcs wander here, 2d20 g.p. each. 23. Dragon Cage: Black Cube guarded by sleeping
6. 1 Thelidu 9. Secret Library: Two magic-user spell books sit atop ornate (immature) black dragon. If cube is removed from stand,
pedestals. One of the spell books is inhabited by an Inaed. A dragon awakens.
LETTERED AREAS Tsalakian has just arrived to steal these books. 24. Captured Soldiers: Each cages houses 2 captured Confed-
G.R. Gravity Ramps: These ramps are used to transition from the 10. Laboratory: Filled with strange machines, computers, and erate soldiers.
gravity field of one Cube-face to another. When ramp is laboratory devices. Four potions of healing hidden about and 25. Arboretum: Scattered among strange foliage are 1 tangle
entered, travelers feel as if they are walking uphill. At center of one potion of poison. Clerical scroll, locate object, is tucked weed and 2 strangle vines. A bronze horn of Valhalla is hidden
ramp it feels like one is walking on a level surface. At ramp end under a computer. Two 4’ circular openings on walll are chutes in the tangled brush.
it feels like walking downward. to areas 4 & 5. 26. Captured Villagers: Each of these three cages holds several
Q. Quazar's Inner Sanctum: Large hollow sphere where Quazar 11. Conjuring Room: Three evil clerics (3 HD each, REF local villagers.
is trapped. Gravity pulls outward so that one walks upon the determine spells, 66 g.p. each) are conducting a ceremony. 27. Dimension Engine Room: The door to this room is magically
sphere's inner surface. Inner surface is black with slow-shifting Six one-eyed orcs are assisting, 2d20 g.p. each. One cleric has locked. If entrance is gained, a room of limitless size is revealed.
constellations & galaxies. Quazar is 8th level magic-user. REF a mace +3 It contains endless strange conduits and devices that surge
select spells. He has staff of wizardry and Cube Master’s crystal 12. Spiral Staircase: Atop the stair is a stand with fittings for the with power. If anything is touched, the offending character
that will access and control all areas. Four Sacred Keys. If placed in proper sequence (gold, silver, must save or blink out of existence.
T. Teleporter Rooms: With Cube keeper's crystal, this room will bronze, black), magic portal in the ceiling opens. Beyond is
teleport party to any desired area except area Q. Without Quazar's Sanctum. END NOTE
crystal, it teleports to random numbered area. 13. Armory: Weapon racks. Many are empty. A few contain Once Quazar is freed, he will be able to work the magic and
One-eyed orc weapons and armor. One rack holds 4 Civil War mechanisms that will return the Cube to his own world...
NUMBERED AREAS era rifles. A +2 sword is hidden in panel behind this rack. ...Unless he has decided not to leave!
1. Entrance Tunnel: Portal at the base of the Cube is open to 14. Control Room: Many levers and panels. Controls for
this tunnel. transporting the entire Cube are here. they are malfunctioning. CREDITS & LICENSE
2. Stairway: Stairs lead up to area 3. Doors to either side of stairs if activated roll d6:, 1 = electrical shock (2d dam.), 2 = explosion Designed and Written by Jimm Johnson and Jeff Lynk.
are magically locked, can only be opened with Cube keeper's (4d6 dam.), 3 = no effect, 4 = Cube moves 100 yds. in random Licensed under the Creative Commons.
crystal. Clerical healing scroll hidden under 6th step. direction. A 4’ circular opening on walll is a chute to area 4. http://creativecommons.org/licenses/by-sa/3.0/
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11. Maintenance Room* – Assorted tables filled with bits of alien machinery and
!"#$%&#'()&* *
tools. A Magnetobot (Adherer) will activate after 1 round and try to bring any humanoids
to room #14 for digitizing. An Altair tech pad containing a Manual of Golems can be found.
+'!,-./#.'0./) )
!
12. Antechamber* – A large glowing sphere hangs from the ceiling bathing the
room in a soothing blue light. Resting 10 minutes here regains d6 stamina (once per day).
(
' 13. Control Room – Flickering lights reveal a heavily damaged room with tubes and
" wires hanging from a partially collapsed ceiling. Damaged pedestals and control panels filll
# the room. Searching reveals a dead Flumph and a Ioun Stone (Survive without Air). The
!) Haunt of this Flumph will try to possess someone so it can free the crew from room #14.
(( !!
() $ % 14. Phantom Prison* – Multiple glowing spheres and tubes flank a large screen
!* dominating the far wall. A short control pedestal is the only furniture here. After 1 round
(! !$ the person closest to the Mirror of Life Trapping will be drawn into the last remaining spot.
!( The mirror will then deactivate and not draw anyone else inside. The commands for the
, Mirror are written in Altairian on the pedestal allowing the release of any or all of the 16
(& !&
slots. Damaging the mirror will release all the occupants.
!' !" !# 15. Corridor of Doors – The button to open the door to room #17 has a cover on it.
16. Medical Lab* – Tables with alien bodies and pedestals with sharp tools are
!% arranged in a semi-circle around the room. An Orb of Resurrection and Reanimation sits
+
atop one of the pedestals. Touching it animates the bodies creating Alien Zombies.
17. Bio-Preserve – A self-contained alien eco-system with water, filtration and a
day/night cycle. The alien vegetation has evolved into a colony of Vegepygmies. Once the
1'-2"/)%'3'145 seal to this room is open they will start venturing out to explore their new surroundings.
18. Observatory – One way transparent walls allow anyone in this room to look into
Background any of the adjacent rooms. A pair of goggles (Eyes of the Eagle) have been left here.

Buried underground for hundreds of years lies a spaceship from the 3rd planet in the Altair 19. Sending Room* – Strange circles are etched on the floor in alien writing
system, in the constellation Aquila. While heavily damaged, the ship still has power for (Antarian). A Circlet of Comprehend Languages is here and reveals the room as one for
many of its systems and doors and lights are still fully operational in most sections. sending and receiving messages of some sort (via Telepathic Projection).
During a battle between the crew (Flumph, Grey Aliens) and an attacking race (Grell) the 20. Darkened Corridor – This section is heavily damaged and without lights.
saucer was damaged and forced to crash land on this planet. The remaining crewmembers 21. Tubes Room* – Filled with pipes and humming machinery. 3 Antibodies
escaped into the Phantom Prison to survive the crash, but are now trapped. The pilot who (Ascomoid, without spore attack) are here and attempt to drive off any intruders.
was to free them was killed during landing, and its restless spirit still haunts the ship. 22. Storage Room – Shelves of strange tools, mysterious supplies, a gas gun
Many of the automated systems are still active, trying to both repel intruders and bring (Stinking Cloud x10 charges), and 2 Environment Suits (AC5 Protection from Heat/Cold).
survivors to the Phantom Prison to be “saved”.
23. Crypt – 5 smooth metal caskets contain the remains of former Altairian
A. The Saucer - The tunnel opens into a large cave containing a partially buried saucer crewmembers. Other caskets are buried beneath the collapsed wall and ceiling.
shaped craft. The silver surface of the ship is scorched and twisted in many places.
Random Encounters – 1 in 8 chance, check every 10 minutes
B. The Cave-In - seems to have collapsed some time in the past (after the saucer crash
1 Magnetobot (Adherer, brings humanoids to room 14)
landed). From this point the hole torn in the hull at #1 can be seen.
2 Antibody (Ascomoid, without spore attack)
1. Damaged Corridor – The hole in the ship leads to a darkened corridor of alien
construction. A small grayish leather disc lies on the floor (a dead Flumph) with an Ioun 3 Defence Screen (Stun Jelly, causing only non-lethal damage)
Stone (Survive without Air) nearby. 4 Vegepygmy (disregard if they have not yet been released from room #17)
2. Flumph Chamber – This sparse room has several pedestals with shallow basins
* Effects of missed shots
connected to tubes leading up to the ceiling. Searching finds an Ioun Stone (protection)
roll d4 for rooms 7,11,12,14,19; roll d6 for rooms 9,16,21
3. Equipment Locker – Cylinders of strange liquids, various tools (pick, shovel, etc) 1-3 No Effect
a rod of Light (100 charges), and an Environment Suit (AC5 Protection from Heat/Cold) 4 Electrical Arc – Everyone in room makes a save each round or loses d8 stamina
4. Destroyed Flumph Chamber – Pushing open the door reveals a severely 5 Fire – Alarm sounds and door will seal in 2 rounds, after which all air will be
damaged room, similar to #2, with smashed pedestals and wires hanging from the ceiling. pumped out of room (lasts 10 min)
5. Battlefield – Scorch marks cover the walls and bodies litter the floor. The long dead 6 Explosion – Everyone in room loses d20 stamina
remains of 3 Flumph, 4 Grey Aliens, and 2 Grell are here, along with 2 Bolt Pistols (d12
x24 charges) and a Rod of Heat Ray (3d6 dmg, save for !, 18 charges) near a Grell. Phantom Prison Contents
6. Collapsed Corridor – The ceiling has collapsed at the far end of the hall. 1-6 Altairians (Flumph), flight crew and scientists Abcdef

7. Navigator’s Room* – Beautiful maps and models of distant star systems. 7-11 Altairian (Grey Alien), explorers, warriors and scientists Ghijk

8. Curving Corridor – The saucer’s lights are working in this section. One of the 12 Grell – Prisoner, will try to escape via room #10 L
ship’s Antibodies (Ascomoid, without spore attack) emerges from #10 if there is any noise. 13 Xag-Ya – Prisoner, will try to destroy Altairians M
9. Globe Room* – This room is filled with large translucent spheres and hanging 14 Xill – Prisoner, will try to become Ethereal and escape N
wires. 2 Antibodies (Ascomoid, without spore attack) attempt to drive off any intruders. 15 Human NPC (determined by the GM) O
10. Entry Corridor – Speaking the phrases “Open Door” and “Close Door” in 16 Empty slot (possibly occupied by a recently added character) P
Altairian will activate the portal and entry ramp on the exterior wall, leading back to “B”.
by Stuart Robertson (http://robertsongames.com) (CC) Some Rights Resrved
Where is Margesh Blackblood?
by Tim Shorts

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