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Just Another Stupid Dungeon

1. Entrance
the door or the keys will instantly die.
In fact, this is probably the best way to
introduce the existence of this place to
Set into a hillside is the characters: “There’s this door in a hill
a well-weathered yet in the woods where anyone who touches
still sturdy dungeon-style it dies. Damn kids go out there and play

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door. A key is sticking out of the lock, near it. Seems some wizard used to live
with a keyring dangling from it that holds there, a bunch of folks in our parents’ day
seven more keys. went there to get rid of it, all torches and
pitchforks-like. Went in, never came out.

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A few small dead birds, tits if they inhabit
But neither did the wizard, and all the
the area, litter the ground before the
witchy-doo in the area stopped. We stay
door.
away from it now, but those damn kids,
If approached during the day, about a tell ’em it’s dangerous, that’s where they
dozen children, ages eight to ten, will want to go play when you look away for
be near the door, daring each other to two seconds.”
touch it and/or the keys. None will do
The door is not locked. The key in the lock
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so. If asked about it, or if any of the
player characters approach the door, the
children will tell them that anybody who
is not that lock’s key; it’s just been put
in there and won’t turn but can be easily
removed.
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touches the door or keys will instantly die.
If the player characters are approaching Children: Armor 12, Move 90’, 0 Hit
the dungeon entrance at night, then Dice, 1hp, no attacks, Morale 4.
tell them that during the previous day
in the nearby village, they heard adults Villagers: Armor 12, Move 120’, 0 Hit
complaining about the kids going to “the Dice, 3hp, miscellaneous weapon
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door” and how they wish they could stop attack for 1d6 damage, Morale 7.
them, considering anyone who touches

2. Entry Hall
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This hallway is littered with countless


bones of all sorts, humans, livestock, through the bones
small woodland creatures, everything, but will scatter as
just a few inside the entrance but stacked anyone approaches.
knee-high throughout most of the hall.
If any of the bones are closely examined,
Rat holes are at the base of the walls, and it will be discovered that they are painted
a great many of the filthy beasts crawl plaster; excellent facsimiles of bones, but
facsimiles nonetheless.

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Just Another Stupid Dungeon

3. The Green Door


From the north side of the door, it is
painted bright green, with a keyhole in
the center of the door.
From the south
If anything other than the proper key is
side of the door, this
inserted into the keyhole, the mechanism
seems like a steel door
inside will crush whatever has been

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with rubber seals on all sides, creating an
inserted; hopefully, only a wrong key’s
airtight seal. The door is easily pushed
bit, but anyone stupid enough to stick a
open.
body part in there loses it (and takes 1hp

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damage).
The door is not locked.

4. The Grand Hall


e the room to have the statue topple—roll
1d8 to see in which direction it falls.
The nature of the floor can only be
The grand hall has
discovered by applying pressure on one
a vaulted ceiling 50’
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of the tiles; simply stepping into the room
high, with a few tree roots
will cause a great big ripple, giving the
poking through from the surface above.
lectern a 50% chance to tip over and the
The floor seems to be a normal tiled statue’s liquid a 50% chance to spill.
stone floor, but hidden underneath is
If walking faster than 5’/round, a Stealth
something completely abnormal: the tiles
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roll must be made to walk anywhere in


are placed on a gelatinous mass, similar
the room without risking the lectern
to but a bit thicker than a waterbed or
falling or the liquid spilling; on a failed
bouncy castle. Stepping on a tile (or
roll, there is an equal chance in 6 for each
directly on the mass) will result in the
point the Stealth roll failed that either
entire surface of the room rippling,
will fall. For example, if a character has
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threatening to topple both the lectern


a 1 in 6 Stealth and they roll a 3, they’ve
with the book (see #5) and the liquid
failed by 2, so there’s a 2 in 6 chance that
the statue carries aloft (see #6). One
the lectern falls or the statue spills its load
would have to be intentionally stomping
(check individually).
vigorously or carelessly running across

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