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Bedroom Cavern

False Hall Mattress of moss and Spacious cavern. Home


Suspiciously bare floor. flower. Forest creatures. of The Tangle.
Stench of rotting corpses. Gnarled effigy.
Illusory floor. Mimic.

8 10
6
7 9
Treasury
Trapped door. Vines grip
the ceiling. Pockmarked
5
floors. Trapped chest.

Lake
Open cavern. Apple tree
in the shallows. Bladed
Serpent. Sleeping Inget.

Bridge Study
Ravine. Rushing river. 4 Rhya’s long abandoned
research notes. Bloody
Rotting bridge. Button mushrooms.

3
2 Main Hall
Faded mosaics. Tangled
Remains litter the floor.
Storage
Locked door. Rotting
1
wood. Eyes in the dark.
Locked strongbox. Adit
Ancient gateway with
overgrowth spilling out
of a rusted portcullis.
L - 0 FUNNEL FO
V E RO
LE SE
A

Writing Layout & Design


Josh Domanski @Unenthuser Josh Domanski
Reilly Qyote @KingQyote
Illustrations
Developmental & Copy Luis Melo @ReptileEnclosed
Editing, Proofreading Postmodern Ouroboros
Matthew K. @ubiquitous_che @Dei_Septentrion

Play Testing Special Thanks


Bordercholly, James Hanna, Gabriel Reich for additional
Emil Sandoz-Rosado proofreading, Rugose Kohn for
inspiring Inget, and Richard Kelly
for providing a back-cover blurb.
Publishing
Exalted Funeral Press

Text and design © 2022 Josh Domanski and Reilly Qyote.


All illustrations © 2022 Luis Melo and Postmodern Ouroboros.
Contents
Introduction 3
Adventure Overview 4
Character Creation 5
Backgrounds 6
Area Descriptions 9
Conclusion 20
Random Encounters 21

sweet
Oh my . Whatever
blossom do wi䍧 you?
shall I

Old-School Essentials is a trademark of Necrotic Gnome. The trademark and Old-


School Essentials logo are used with permission of Necrotic Gnome, under license.
Introduction
Level-0 Funnel ‹‡› When sensible, referees should focus on a
player’s group rather than one character.
Popularized by Dungeon Crawl Classics, a Rolling to resolve the actions of a dozen or
“funnel” is an alternative to the typical 1st-level more PCs is cumbersome. To pick up the
starting adventure. Players create a handful of pace, PCs acting as a group (e.g. attacking all
player characters (PCs) at level-0—common folk at once), may instead earn a +1 bonus for
with no class abilities, strange powers, or divine each PC aiding the first (max of +3). Referees
protectors. The PCs will need to solve problems may also want to consider each group of PCs
with collective action, cleverness, and a fair bit of as a “side” when rolling initiative (see
sacrifice. Funnel adventures aim to discover that Combat in Old-School Essentials).
crucial moment when everyday folk overcome the
odds to transform into full-fledged adventurers. ‹‡› Every dungeon turn (10 minutes of in-game
exploration), PCs have a 1-in-6 chance to
Tangled is designed for 10–18 level-0 characters, undergo a Random Encounter (p. 21).
but works with 4–8 level-1 characters just as well.
‹‡› Level-0 characters don’t have access to class
Graphic Content benefits, so referees should encourage
caution and creativity whenever possible. If
This book features snakes, dying animals, PCs search a room or encounter a trap, the
and bloodshed. Hold a discussion with your core rules call for a 1-in-6 chance and 2-in-6
group before starting the adventure and ask if chance respectively. This is for when PCs
this would make anyone uncomfortable. If so, don’t do anything specific to search the
make agreeable substitutions. room, or otherwise walk blithely into traps.
During play, we recommend using a Therefore, if a PC “runs their hands across
comprehensive safety toolkit such as Beau Jágr the floor, looking for seams,” they find the
Sheldon’s Script Change. Play belongs to you, pressure plate, no search check required. If
and it’s your responsibility to ensure your table they only say “I search the room,” roll for the
remains free of racism, sexism, transphobia, 1-in-6 chance they discover the trap and the
fascism, and other such indelible harms. 2-in-6 chance they trigger it.

Running the Funnel ‹‡› The referee should ask for the PCs marching
order when entering any room.
‹‡› Players generate a party of 10–18 PCs with
each player controlling 3–5 at a time. At the
adventure’s conclusion, surviving PCs
Ending the Funnel
progress to level 1, gaining their chosen There are many ways the PCs might save their
class' abilities, saving throws, and hit-dice. home and return as heroes. The following
outcomes are common, but if PCs present
‹‡› If a player loses all their PCs, another player alternative goals, support them as needed.
can pass off control of one of their own to
keep the game going. Alternatively, ‹‡› Death
generate replacements ahead of time and Destroy the heart of the Tangle.
introduce them at the earliest convenient ‹‡› Diplomacy
moment. Funnels can result in a total party Appeal to the remains of Rhya’s spirit
kill (TPK) and that’s part of the fun, but it’s within the mass of cursed overgrowth and
usually best to favor inclusion over realism. bring peace to the dearly departed.
‹‡› Destruction
Collapse the cavern, stalling the village’s
demise for a short time.

3
Adventure Overview
Centuries ago, Ciara the Penitent built a fortress
within a forgotten corner of the Arcadian Forest
Peatstead in Peril
to hide their blasphemous research. Tormented The Tangle had overtaken Kellen’s family home
by grief, they enveloped themselves in forbidden but two days ago, and just last night destroyed
magics in the pursuit of a perfect resurrection, Miriam’s farm. The village of Peatstead must
while their apprentices created traps to ward off fight or flee, as the Tangle is sure to devour
interlopers. All that remains of their labor is a everything in their vicinity within a week.
rotten fortress of peril and the Divine Aperture, a Through volunteering and lottery, the village
fissure shining golden light on a shallow grave. elders have amassed a small army (the PCs) to
solve the problem or die trying. While the rest of
A Druid’s Discovery the village evacuates, visions of gold, glory, and
adventure beyond the dour confines of Peatstead
Far below the earth and beyond the crumbling dance before the eyes of these would-be heroes.
walls of Ciara’s fortress, a Druid named Rhya
beheld the most beautiful flower of all, bathing in
the light of the Divine Aperture that fell like
Inside the Fortress
honey from a crack in the ceiling. Enchanted, she The air is clotted with moisture and the floors are
treated this miracle flower as her child, mistaking slick with faintly glowing lichen. The flora that
it for the source of abundant magic. Neglecting creeps through the ruins is connected to the
the world above, she spent her remaining years in Tangle’s will, acting as a unified organism. Harm
the ruins, and in her final days lay at the flower’s done to the plants angers the two-soul flower.
roots to feed it beyond death.
The blessed blossom, nourished by the Aperture
and the residual magics in Rhya’s remains, grew
vines thick as tree trunks that tangled themselves This symbol indicates an opportunity for the
through every nook and cranny of the ruined Tangle to punish callous PCs and, depending on
fortress in a ceaseless effort to expand. Corrupted their response, potentially alters how it reacts if
by the conflicting wills of Ciara and Rhya, it they make it to the Cavern (Area 10).
spreads, feeds, tramples, and absorbs all in its
path. Now, the floral soul has outgrown its ruined
home, emerging from the forest to swallow the
nearby village of Peatstead whole.

4
Character Creation
Creating Level-0 Characters 4. Note Attack and Damage
Follow these steps to create your PCs. Referees Level-0 characters use the Normal Human
will need the Old-School Essentials rule book, attack matrix, THACO 20 [-1]. Make note of your
either Classic or Advanced Fantasy. The original attack and damage modifiers by referring to your
Basic/Expert rules are a suitable alternative. STR (melee) and DEX (missile) scores.

1. Determine Backgrounds 5. Saving Throws


This represents your PCs’ profession before they For the sake of simplicity, level-0 PCs have a
were thrown into a life of adventure. It places Saving Throw Value (SV) of 14 that
them in their setting, providing a role as well as encompasses all five saving throws. PCs receive
some basic items. For each PC, roll on the their full array once they reach level 1 .
Background table, choose your favorites, or work
with the referee to create your own. 6. Roll Hit Points (hp)
Demihumans Level-0 PCs start with 1d4 hp. Add or subtract
your CON modifier from the roll. Regardless of the
Anyone can play a demihuman (dwarf, elf, modifier, PCs always start with at least 1 hp.
halfling, etc.), but must progress in that
demihuman’s class after reaching 1st-level unless
using the Advanced Fantasy rules. Consult with 7. Determine Alignment
your referee to make exceptions. Decide whether each PC is of Lawful, Chaotic, or
Neutral alignment.
2. Roll Ability Scores
Roll 3d6 for each of your PCs’ ability scores: 8. Determine Languages
Strength, Intelligence, Wisdom, Dexterity, All PCs know the common tongue, and
Constitution, and Charisma. demihumans also know their native languages.
PCs with high INT may learn one additional
Quick to Action (Optional) language for every positive INT modifier at the
When short on time, only roll a PC’s ability scores referee’s discretion.
if and when they become relevant during play.
Sub-Par Characters (Optional)
9. Determine Armor Class
A level-0 PCs’ base AC is 9 [10]. Note any changes
If a PC’s ability scores are exceptionally low (all from their DEX modifier or armor.
under 8), the referee might allow you to reroll.

3. Note Ability Modifiers 10. Name Your PCs


Finally, give each of your characters a name.
Make note of any associated bonuses or
penalties as a result of your ability scores.

5
Backgrounds
d100 Profession Belongings
01-02 Acolyte Ritual Dagger, Animal Bones, 1d4 Candles
03-04 Apothecary Shears, Bag of Medicinal Herbs, Potion of Healing
05-06 Astrologer Candelabra, Assorted Crystals, Tarot Cards
07-08 Baker Baking Pin, Baking Peel, Bag of Flour
09-10 Beekeeper Bug Net, Hive Smoker, Wicker Mask
11-12 Blacksmith Hammer, Tongs, Heavy Leather Apron
13-14 Bookbinder Awl, Needle, Scalpel, Thimble
15-16 Bowyer Short Bow, 6 Arrows, 5’ of Bow String
17-18 Brigand Rusted Stiletto, Worn Leather Armor, Wide Brim Hat
19-20 Burglar Dagger, Lockpick Set, Dark Cloak
21-22 Butcher Butcher’s Knife, Bone Saw, Bag of Salt
23-24 Carpenter Adze, Gouge, 10 Wooden Nails
25-26 Cartographer Surveyor’s Cross, Compass, Notebook
27-28 Catchpole Man Catcher, Truncheon, Leather Armor
29-30 Charlatan Weak Magnets, Dowsing Rod, Vial of Nostrum
31-32 Cobbler Hammer, Awl, Roll of Leather, Thread
33-34 Criminal Dagger, Shackles, Brand Mark
35-36 Culinary Student Chef’s Knife, Set of Small Pots, Utensils
37-38 Exiled Noble Ornate Sword -1, Family Crest, Fine Clothing
39-40 Farmer Hoe, Sickle, Trowel, Bag of Seeds
41-42 Gambler Boot Knife, Playing Cards, 2d6 Gold, Loaded Dice
43-44 Gardener Hori-Hori Knife, Cast Iron Pan, Sack of Potatoes
45-46 Gong Farmer Shovel, Tar Treated Clothes, Miasma Mask
47-48 Haberdasher Ornate Knife, Milan Hat, Bag of Buttons, Thread
49-50 Homebody Walking Stick, Pipe & Tobacco, Pocket Handkerchief

6
Backgrounds
d100 Profession Belongings
51-52 Journeyman Chosen Trade Tool, Leather Apron, Letter from a Master
53-54 Lawspeaker Mallet, Purple Coat, Book of Legal Code
55-56 Leatherworker Mallet, Glue, Round Knife, Roll of Leather
57-58 Legionnaire Spear, Chainmail
59-60 Mason Hammer, Chisel, Trowel, Level
61-62 Mercenary Club, Leather Armor
63-64 Messenger Walking Staff, Leather Pouch, Homing Pigeon
65-66 Miner Pickaxe, Oil Lamp Helmet
67-68 Minstrel Chosen Instrument, Fancy Coat, Guild Certification
69-70 Pilgrim Staff, Drinking Gourd, Cloak
71-72 Prospector Rock Pick, Shovel, Small Rocker Box
73-74 Pugilist Shillelagh, Hand Wraps, Fine Leather Boots
75-76 Rat Catcher Mallet, 4 Rat Traps, Small but Vicious Dog
77-78 Scrivener Parchment, Ink, Quill, Book of Records
79-80 Shepherd Crook, Shears, Loyal Dog
81-82 Spinner Distaff, Hank of Yarn, 2 Bone Pin-Beaters
83-84 Squire Rusted Sword, Shield
85-86 Stable Hand Shovel, Hoof Nippers, Rasp
87-88 Thespian Wooden Sword, Elaborate Costume, Face Paint
89-90 Tinkerer Wrench, Screwdriver, Hand Auger
91-92 Trader Club, Fine Brooch, Ledger
93-94 Transient Bindle, Alms Bowl, Carving Tools
95-96 Trapper Axe, Large Pelt, 4 Snare Traps
97-98 Undertaker Scalpel, Aspirator, Powdered Limestone
99-100 Vintner Cask Mallet, Corkscrew, Bottle of Wine

7
8
1. Adit
A menacing gateway is embedded in the side of a hill,
surrounded by fallen stones and boulders. The once fine detail
in the stonework has been lost to erosion, and thick tendrils of 10
overgrowth spill out in every direction. The portcullis rests 8
halfway off the ground, held up by rust and vines. 6
7
9
The gap between the portcullis and the ground is only large 5
enough for one PC to squeeze through at a time. The vines,
warm to the touch, slither around the intruding PCs, poking
and prodding curiously. Just beyond the entrance is a grand
hall and a lever for the portcullis hidden behind a growth of 4
blue daisies (WIS check).
3 2

1
Damaging the vines angers the Tangle and allows the
portcullis to complete it’s earthbound journey, killing
anyone moving through at the moment. A PC can lift the
fallen portcullis long enough for the other PCs to crawl
under safely (STR check) but the hostile vines make an
attack against the nearest PC every round (1d4 damage).

9
2. Main Hall
The long, 65’ wide hall, writhes with snakes and vines along
Tangled Remains the tiled floors and stone walls. Patches of a grand, but faded
Decaying soldiers, explorers, and mosaic peek out from gaps in the roots along the floor, and a
thieves become playthings and dusty portrait hangs from the wall, curiously untouched by
puppets to the Tangle. They move as the creeping tendrils. Five corpses wearing crypt raider’s rags
one, controlled by a braid of vines lay dormant in various stages of decomposition around the
running from their skulls to the roots hall. Something scratches beneath them. The only exits are an
below. Severing the vines from their archway to the north and a small side door to the west.
origin point causes them to collapse.
AC 6 [13], HD 1 (4hp), Att 1 x
The Tangle has its grip on the dead and their weapons. As
weapon (1d6 or by weapon), the PCs exit toward the Bridge (Area 4), bundles of plant
THACO 19 [0], MV 45’ (15’), SV matter, bone, and steel rearrange themselves into a fighting
D12 W13 P14 B15 S16 (1), ML 12, force. The 5 Tangled Remains emerge from behind,
AL Neutral, XP 15, TT None. swinging their rusted weapons recklessly as they push the
What are they swinging? PCs toward the bridge and the ravine below.
1. Decaying shield (as club). ‹‡› The side door is locked, but its rotten hinges pose no
2. Femur x2 (as short swords) . challenge to any would-be adventurer.
3. Gem-encrusted staff (60gp). ‹‡› If cleared, the mosaic reveals the crest of Esse: a
4. War hammer. vibrant tree growing up from the roots of another; bare,
5. Lockpick x2 (as daggers). lifeless, and upside-down. The living tree bears golden
6. Human skull (as mace). fruit among bright leaves, but its petrified counterpart
holds only skulls on its otherwise barren branches.
‹‡› Clearing the dust from the portrait reveals a pair of
impeccably dressed humans and their child, clinging to
each other with joy. An eye inside an inverted
triangle hovers above each of their heads. A PC may
recognize the symbol as denoting mastery in the school
of Illusory magic (INT check).

10
3. Storeroom
The smell of rotting wood and mildew sweeps up from the
floor. Inside is a pitch-black chamber of incomprehensible
shape or size. A hundred pairs of menacing eyes stare down 10
from every direction, blinking and closing in at a snail’s pace. 8
A loud scratching echoes in the distance. 6
7
9
This simple storage closet is enchanted with the illusion of 5
predators in a vast darkness, to fend off thieves. Non-
magical light sources provide no light here.
If PCs ignore the illusion entirely and search with their feet 4
and hands, they discover a locked strongbox in a soft, wet,
pile of fungus near the center of the room. Invasive
mushrooms grow through the chest’s bottom, so if PCs lift 3 2
the box or try to break it, its contents spill out.
Further searching reveals shelves covered in shattered pots,
rat droppings, and spoiled rations. 1

The rotted strongbox contains


Metanoia (120gp), an ornate lamp
of crystal and bone. Gripping its
handle cuts into the palm, feeding
blood to an enchanted crystal inside.
For every minute held, a PC gripping
Metanoia loses 1 hp, while the lamp
shines crimson light (20’) that dispels
illusions of 3rd level or lower.

11
4. Bridge
The Main Hall archway leads to an open ravine, 30’ across and
twice as deep. A trail of vines leads to an ancient bridge, its
10 rotten planks and fraying ropes thick with grasping roots. The
8 river crashes against the rock with an uproar, as though
6 fleeing from danger. Across the bridge, an emerald wyvern
sleeps peacefully, blocking the opposite archway.
7
9
5
The wyvern is an illusion, created to ward off the
cowardly, but crossing the bridge is still treacherous.
4 Moving quickly or fighting on the bridge causes the ropes to
sway and groan, snapping in 1d4 rounds. PCs that fall into
the ravine (1d6 damage) get carried to the Lake (Area 9).
3 2

12
5. Study
A bright sliver of moonlight from the ceiling reveals two
lavish armchairs and a sturdy desk, standing defiantly with
nary a sign of rot or overgrowth. Atop the desk lay abandoned Bloody Buttons
papers in a mess of broken glass, rusted tools, and dried pink
fungus. Three cupboard doors hang from broken hinges, Pink fungus that appears to bleed
revealing disintegrating books and dried sundries. Two open from open pores with a gooey red sap.
doorways lead to the west and the north, respectively. When dried, they’re safe to eat in
small amounts. The flesh is chewy, like
jerky, and the blood sacs burst with
the flavor of honey.
Ciara’s most powerful tomes and records of resurrection had
turned to dust, but Rhya studied what remained thoroughly. ‹‡› Ingesting one dried button
She spent her final years researching the flower, fortress, heals 1d4 hp, but eating
and Divine Aperture. A dozen or so pages of notes, written another is poisonous (save vs
in a magical cipher, each contain a single sentence. poison or 1d4 damage and mild
hallucinations for 1 hour).
If inspected for a dungeon turn, PCs find consistent When eaten fresh, there are no
references to “light,” “Blossom,” “read,” and “reveal.” beneficial effects, only poison.

Deciphering the Notes


Stacking any two pages together and holding them up to
light causes the text to glow and shift slightly. Stacking all of
the pages together reveals the deciphered text. For every
dungeon turn spent studying the deciphered text, PCs learn
the following, in order:
‹‡› A druid named Rhya wrote the notes some hundred
years ago. She regretted abandoning her duty as forest
warden, but insists that caring for “Blossom” was her
true purpose. Sketches of a bright red flower frame the
deciphered notes.
‹‡› As best she could tell, the fortress was built by a
powerful Illusionist to shroud forbidden research. She
describes a false floor over a spiked trap, “To cross
safely, trust in the mother.”
‹‡› She describes meeting a man named Inget somewhere
in the fortress, but the note ends with the word
“Trustworthy?” circled in a heavy hand.
‹‡› The final notes uncover an arcane secret, allowing PCs
to choose the Illusionist class at level 1 regardless of
their ability scores.

13
6. Treasury
A once vast hoard of wealth, weaponry, and prized
possessions now lies empty aside from four rotted wooden
chests in a pile of rubble against the northern wall. A tangle of
thin, wriggling vines grip the ceiling. Hand-sized craters
Unlocked. Contains a ring on a pockmark the floor in irregular patterns. An iron door,
mannequin’s hand, fashioned to covered entirely by a glass mirror, leads northeast.
resemble an open cranium and set
with an exposed brain of platinum.
‹‡› Ring of the Galvanized Mind
(400gp): Prevents the wearer
from being surprised, but this
Trapped Door
newfound awareness comes If entering from the Study (Area 5), a pressure plate just
with an ever-present paranoia. beyond the doorway releases a slab of stone from above,
sealing the exit and trapping the PCs inside with the
suddenly awakened Sleeping Death.

Sleeping Death
Melted shut. Forcing it open here The vines drip a powerful amber acid as a defense
wakes the Sleeping Death. Packed in mechanism. If the vines wake to loud noise or assault, such
case of emergency, the chest as the stone slab falling into place, it sprays the room every
contains 200gp, faded raiments, round, for two rounds (save vs breath or 1d4 damage).
rations, and a disturbing cloak. ‹‡› Setting fire to the vines destroys them after one round
‹‡› Cloak of The Faceless (0gp): but produces a toxic smoke that blinds the PCs for one
Patterned with three different hour (save vs poison).
faces. By pressing their hand to
a chosen face, the wearer may
appear to be that person for one If the PCs have harmed any plant life so far, Sleeping
hour, after which their own face Death is actively hostile, slinging acid at them the
replaces it in the pattern. moment they arrive, and until they leave. The vines may be
destroyed with fire or by suffering 4hp of damage.

14
7. False Hall
A crumbling hallway with a bare stone floor. An open
doorway to the north beckons with dancing candlelight. The
stench of putrid rot hangs heavy and coarse. On the western 10
wall is an arcane sigil in flowing script, and thick vines hang 8
far overhead, beyond your reach. 6
7
9
In Ciara’s day, this hallway served as the last defense 5
against intruders; a narrow choke point with an
illusory floor above a pit of spikes.
After the Tangle took over, a ravenous Pitcher Mimic took 4
up residence in the pit. The lid of its pitcher replacing the
long-forgotten illusion. Its lid collapses when sufficiently
disturbed, dropping unsuspecting victims into the creature’s
massive reservoir of digestive fluid. 3 2
‹‡› If 2 or more PCs cross the hall, the “floor” collapses.
PC’s can make a DEX check to leap to safety or else
drop into a pool of stomach acid (1d4 damage per 1
round). Any lingering material dissolves within one
hour. After collapsing, the mimic returns to its position Pitcher Mimic
as solid ground and is safe to traverse for the next hour
while it fully digests. A semi-intelligent monster beneath
‹‡› The arcane sigil reads “Penitence” in Elvish. Speaking the fortress imitating a pitcher plant
the password aloud conjures a solid floor above the with a trapdoor lid. It forgot how to be
mimic until spoken again. anything else long ago.
AC 6 [13], HD 4 (16hp), Att None,
THACO 18 [+1], MV 30’ (10’), SV
D10 W11 P12 B13 S14, ML 9, AL
Neutral, XP 300, TT None.
‹‡› Sweet Spot: The weak
underbelly suffers twice as
much damage when hit, but
anything that makes contact
with it gets stuck to its syrupy
nectar (1d4 rounds).

15
8. Bedroom
The northeast wall of this once-spacious bedroom has
completely collapsed, opening into a distant cavern. Forest
10 creatures surround a humble mattress of moss and flowers
8 which displaced the remnants of a drab bed. Some of them
6 sleep while others have long since died in a peaceful huddle
around a gnarled effigy: a statue of a plump woman with a
7 stag’s head and blackened garnets for eyes.
9
5
Rhya fashioned Ciara’s old bedroom into a comfortable
home, consecrating a shrine to Doré, the deity of bountiful
4 harvest. Despite appearances, the effigy nourishes the
critters’ souls and blesses their bodies; the dead simply
didn’t make it in time to be saved. The feeble animals
3 2 consider intruders a threat and fight tooth and claw to
prevent the PCs from approaching. They’re too weak to do
any real harm but may fight to the death unless the PCs can
1 make their peaceful intentions clear.

Blessing of Devotion
Praying at the effigy causes excruciating pain and visions of
earthly despair (save vs spells). If they fail the save, the PC
is tormented by dreams of the earth’s destruction until they
perform a cleansing ritual (-1 penalty to attacks, 50gp ritual
at temples). A PC that successfully embraces the earth’s
wounds abandons all fear of death. They may choose the
Druid class at level 1 regardless of their ability scores.

16
9. Lake
The rushing torrent calms as the ravine empties into a
subterranean lake with an enormous cave entrance to the Bladed Serpent
north. An apple tree sprouts from the shallows on the nearby A water snake with a thorny maw and
southern edge, its canopy bending against the earth above. A scales like flowing blades of grass. It
glint of gold twinkles under the water just before a large glides through the water effortlessly,
splash breaks the surface. The faint sound of snoring echoes towering 10’ above the tallest human.
from the direction of the tree.
AC 8 [11], HD 3 (14hp), Att 2 x
chomp (1d4) or slashing tail (1d6),
The apple tree grows from the back of an old, stout, and THACO 18 [+1], MV 60’ (20’), SV
filthy man named Inget. He’s fast asleep, surrounded by D12 W13 P12 B15 S16 (2), ML 8,
Bloody Buttons (see Area 5) growing along the southern AL Neutral, XP 50, TT None.
wall. Reaching the Cavern entrance to Area 10 requires a
120’ swim across the lake, rousing the Bladed Serpent.
Inget has slumbered longer than he can remember, but is
easily roused. Unfortunately, his memories have been
mixing with his dreams lately. He insists he arrived here The serpent guards an underwater
long before “that nice druid, Rhya,” after crawling through a passage to the surface near a small
hole beneath a tavern. If asked about his condition, he cache (50’ down). Among the broken
admits it was his own fault, “Perhaps an experiment gone glass, chewed bones, and ancient
wrong?” He won’t stop the PCs from eating his apples or the coins (117gp), is an ornate emerald
Bloody Buttons as he has forgotten their effects. medallion (100gp) that casts speak
with plants (2-in-6 chance its power
The golden fruit tastes sweet, restoring a PC’s hp to depletes for good after each use).
maximum. One minute after ingesting, a small sapling
sprouts from their stomach and out of their mouth. The
victim may continuously cut the sapling to slow its growth,
but after seven days they root where they stand. Mercifully,
the cursed radicle kills them, leaving only an apple tree.

17
10. Cavern
A spacious cavern filled with a lush array of colorful plants.
The sound of rushing water leads south to a crystal clear lake
10 in the distance. A single beam of golden light shines from a
8 crack in the earth above. It rests on a lone flower of impeccable
6 beauty that crowns a twisted, swelling mass of plant matter
and bone. A disembodied voice whispers comforting words
7 intermittently; while the Tangle chitters in response.
9
5
It’s immediately clear that the heart of the overgrowth is
here. Cursed to live in death by the light of the Divine
4 Aperture, the flower absorbed both Rhya and Ciara’s spirits.
The incongruous magics created the Tangle, pure of heart in
its pursuit of abundance, but destructive and unrelenting.
3 2
Though it was Rhya’s final wish to be absorbed by the
beautiful flower, she didn’t count on Ciara’s presence. Rhya
is caught in an endless cycle of reassuring a frightened
1 flower experiencing an Illusionist’s obsession. Neither is
truly aware of the Tangle’s outside destruction.
Using Metanoia from the Storeroom (Area 3) reveals
their spirits. If a PC uses the magical medallion from
the Lake (Area 9), they can understand the Tangle. It wavers
between terrified entreaties and threats.
‹‡› If the PCs have been callous toward the plant life
throughout the adventure, the Tangle attacks with its
Samara Spray ability immediately.
‹‡› If the PCs have been careful, harming as little plant life
as possible, the Tangle won’t attack unless threatened,
focusing instead on its endless argument with Rhya.
‹‡› Trapped in the light of the Divine Aperture, Rhya’s
spirit and the Tangle have difficulty seeing the living
when they’re arguing. Distracting them requires a
clever plan, utilizing Rhya’s love of the forest or Ciara’s
desperation to be reunited with their family to cut
through the chattering. Once done, Rhya breaks free of
the cycle and withdraws the Tangle.

18
The Tangle
AC 6 [13]
HD 6** (24hp)
Att 2 x thrashing vine (1d4, 15’
range) or Mutagenesis
THACO 18 [+1]
MV 30’ (10’)
SV D10 W11 P12 B13 S14 (6)
ML 8
AL Neutral
XP 600
TT None

A tremendous mass of writhing vine, brambles, and bones. A


single red flower perches near the top, delicate and alluring.
Mutagenesis: Can use each of the following abilities once per day:
‹‡› Sporogenesis: A cloud of spores erupts from the flower in a 10’
radius. Save vs poison or suffer 1d6 damage.
‹‡› Stranglehold: Foes within 15’ must save vs paralysis or be
restrained by vines for 1 round.
‹‡› Samara Spray: Can jettison three seed pods up to 30’ away.
Upon landing, they take root and sprout barbed vines to attack
the nearest threat on the following round.
‹‡› AC 9 [10], HD 2 (7hp), Att 1 × vine (1d4), THAC0 20 [-1],
MV 0’ (0’), SV D14 W15 P16 B17 S17 (1), ML 12, AL
Neutral, XP 50, TT None.

19
Conclusion
Concluding the Adventure Aftermath
If the PCs stop the Tangle, they’re given a hero’s Referees may want to consider continuing in
celebration when they return to Peatstead. If they Necrotic Gnome’s Dolmenwood campaign setting
only delayed it by collapsing the Divine by placing the village of Peatstead on the
Aperture, it returns the next year with outskirts of Mulchgrove, home of the Moss
unmatched ferocity. Should the PCs fail entirely Dwarves. Alternatively, consider using the
and escape with their cowardly lives, the Tangle following books to continue your campaign:
continues to spread, overtaking Peatstead in a
week, and two more villages in a month before Official Adventures
transforming the region into a living labyrinth. The Hole in the Oak by Gavin Norman
Whether the PCs prevent the Tangle from A hole in an old oak tree leads characters to a
enveloping Peatstead or not, the surrounding maze of root-riddled passageways, the chambers
Arcadian Forest rots without its matron’s of an ancient wizard-complex, and the banks of
protection. More and more villages report fruit an underground river where a reptile cult once
tasting like sand, colors draining from the earth, built temples to their chameleon god.
and insects the size of horses killing livestock.
The Incandescent Grottoes by Gavin Norman
Ask each player to summarize a fitting ending for
their surviving characters. If a player has two or A bubbling stream cascades into the earth,
more survivors, they choose one to go to level 1 as leading to a series of underground watercourses
their primary character and, at the referee's and scintillating grottoes. Adventurers who delve
discretion, turn their remaining characters into within may discover odd mosses, a ruined temple
retainers or simply retire them to Peatstead (see complex, and a crystal-eating dream dragon.
Hired Help in Old-School Essentials). Third Party Adventures
Level Up In the Shadow of Tower Silveraxe
by Jacob Fleming
‹‡› Reflect on your PC’s actions during their first
adventure and choose a class. Bear in mind In the midst of the Labyrinth of Shadows,
the ability score requirements for that class denizens of the forest, including the monstrous,
(see Character Classes in Old-School have fled their homes beneath the Tower of the
Essentials). Note your class's abilities and Builders, causing all manner of horrendous
their full array of saving throws. issues for the region's settlers.
‹‡› Unless using the Advanced Fantasy rules, Hideous Daylight
demihuman characters progress in that by Brad Kerr
demihuman’s class.
The sun no longer sets over the king's favorite
‹‡› Adjust ability scores (see Creating a garden. It seemed like a harmless curiosity at first
Character in Old-School Essentials). but the animals have turned violent and strange
‹‡› Add the rolled value from their class’s Hit alien beings have begun to appear. Now, the duke
Die to their 0-level hp (e.g. 1d4+1d8+Con has placed a bounty for enterprising sell-swords
for a Fighter). This results in slightly higher to end the curse of endless daylight.
hp than your standard level-1 PC. A small Where the Wheat Grows Tall
reward for surviving the funnel. by Camilla Greer and Evlyn Moreau
‹‡› Gain 3d6 x 10 gold pieces. This can be used
to purchase equipment as needed (see An old stone wall separates a family farm from a
Equipment in Old-School Essentials). Note field they say is cursed. Deep within the wheat,
that certain weapons and armor might be two forgotten idols once balanced the spirits of
restricted by your chosen class. the crops. With one destroyed, balance is lost.
The Polonikovs have disappeared into the field
and their farm is soon to follow.
20
Random Encounters
1-in-6 Chance per Turn
At the top of every dungeon turn, roll 1d6. On a 1, roll for a random encounter on the
table below. Telegraph upcoming events to the PCs whenever sensible.
d6 Event
1. 1d6 Tangled Remains (Main Hall, Area 2) sprout from the walls and attack the PCs.
2. Seeds crawl up the PCs’ legs, growing rapidly. Save vs paralysis or suffer -1 to attacks
and ability checks under their weight. The plants wither and die in 1d6 turns.
3. The muffled sound of feet stamping on vegetation approaches rapidly. A deer sprints
toward Rhya’s Bedroom (Area 8) in a panic.
4. Blinking eyes stare from every direction. Curious critters hiding in the shadows.
5. 2d6 palm-sized toads croak and hop about from cracks in the walls. Bloody Buttons
(Study, Area 7) sprout from their backsides.
6. A slice of history merges with the present. The PCs witness the ghost of Ciara perform
a blood ritual that ends in failure. Determined to succeed, they grit their teeth and
repeat their vow to reunite the dead with the living, then vanish.
Like viscera from a corpse, a carnivorous tangle of vines and
bramble spills forth from an ancient fortress, swallowing up the
countryside. Today, it reaches the outskirts of Peatstead. Your
home. With promises of gold and glory swirling through your
head, march alongside a small army of peasants to put an end
to the deadly overgrowth and emerge as heroes.
Discover ancient treasures, avoid devastating traps, and
encounter the wrath of nature itself in Tangled;
a level-0 funnel for Old School Essentials
by Josh Domanski & Reilly Qyote.

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