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bastard
dungeon a little coffin
secret
bastard
dungeon
An introductory adventure location for fantasy tabletop adventure
games. Suggested for a party of 3-4 level one adventurers. Suggested
rules: The Pink Hack.
words by N. Masyk
1
2. Crumbling Statue of Lady Chryscolla.
Remnants of a marble statue depicting the Lady in repose:
lissom, supine, demanding of obeisance. In her shattered face
there is contempt, but also hunger. At her feet there is an
offering bowl.
The rope will not support much weight and if tested will snap,
dropping whoever is climbing down it for 3d6 damage.
2
4. Cursed Sword in a Basket.
Square, squalid, and dimly torchlit. The wall-sconces cast a
pallid blue glow on the stone and cause shadows to lurch
forbiddingly. A collection of waist-tall wicker baskets fill the
room, choked with a collection of rusty, mouldering and ill-
maintained cutlery. Most of the blades crumble or rot away at
a touch, and only a few of them look like they could survive
more than a single swing.
3
5. A Glass Curio-Case.
Remains of a menagerie. Shattered glass crunches underfoot;
the air is stale and unnaturally chill. A rectangular room lined
with a mildew-infested carpet and a half-dozen wooden
plinths that once acted as display cases; they have long since
been smashed. Atop the plinths are a series of objects that
look valuable at first glance but upon closer inspection are
worthless (2d6):
4
6. Stuffed Gnome Barbarian.
Taxidermy lab. A workbench stocked with gleaming surgical
tools, well-maintained; stone floor stained a ruddy brown;
stale air bruised with death-rattles and strangled howls. A
selection of stuffed humanoids; orqs, dwarfs, elfs, a faun - all
frozen in horror, posed to cower beneath a gnomish figure
looming over them, wielding a terrible cold iron mace (Two-
hand, Close, 3+). There is a small, black-iron key affixed to a
chain about the gnome’s neck. This is the key that opens the
Mouth-Shaped Gate in Room 9.
7. Sacrificial Altar.
Freezing cold; the floors are slick with frozen condensate and
breath puffs and fogs about the mouth and lips. A
preternatural gloom obscures vision beyond a handful of
paces. Dim blueish-white wall-sconces glitter like dead stars
on a winter’s night sky.
5
8. Portrait of the Duke.
Unnaturally warm, almost hot; tasteful wood panelling, a
plush carpet, a roaring, crackling fire of a slightly-jarring
amber. The room smells faintly of pipe-smoke and aged
liquor. Several plush stuffed armchairs and a divan are
arrayed before the hearth. Ornate bookcases of rich
mahogany line the walls, host to an impressive collection
(2d6):
6
9. Mouth-Shaped Gate.
Unassuming yet foreboding antechamber of bleak, blank
stone. A portal in the shape of a maw dominates the south-
facing wall; cruelly twisted lips curled in a sneer, perfectly-
arranged teeth barring entry, sharpened incisors heavy with
threats and promises both. A small keyhole in the left-most
incisor hints at some form of entry; the edges of the keyhole
are scorched, as if something hot to the touch was once thrust
within.
7
10. Chamber of the Misbegotten.
Cavernous hallway with a groined ceiling disappearing into
the black above and countless alcoves disappearing into the
gloom on each side. Wall-sconces burn a pallid green,
illuminating a series of tall glass tubes filled with a greasy-
looking liquid swirling with bubbles and topped with a raft of
effluvium. Half of the tubes are empty; the others contain
desiccated bodies, some infant, some adolescent, and some
elderly. Most bear a passing resemblance to the Duke (though
some could be twin to the Lady Chrysocolla) save for a horrid
malformation: a multiplicity of eyes, hooked tentacles,
vestigial wings, and strange, fleshy protuberances. The
occupants of the tubes are all mercifully deceased.
8
Encounters
There is always something. Every turn, roll 1d6. On 1 the
Travelers have a random encounter (2d6):
9
Treasures
There is always something. Every turn, roll 1d6. On 6 they
have made a discovery (2d6):
10
MONKEY’S PAW
GAMES