You are on page 1of 1

Ecce Ego Usque Ad Mortem

A dungeon for The Vanilla Game, by Jared Sinclair.


Random Encounters, rooms 4-10 only. 5. Messy piles of humble furniture in various
1-2. Skeletons. states of disrepair. Giant rats hide among the
3-4. Zombies. debris, but only come out to defend
5. Tambour (level 2 fighter) with party: Ulfrin (level 1 fighter), themselves if their hiding place is disturbed.
Yaffer (level 1 fighter), and Pura (level 2 magic-user). Proud
and noble, but broke and looking for a payday. They don’t 6. No man’s land (no random encounters
know about Lastrea. here). 2d6 zombies constantly erect and
6. Roll two different results. They’re fighting. repair a formidable barricade on the western
side, and 3d6 skeletons remain in
1. Two scattered skeletons, and a lifeless, decaying unwavering phalanx on the eastern side.
corpse. They have no possessions. A torch gutters in They do not fight one another—it seems
a sconce on the their mutual presence serves as a sufficient
western wall. The deterrent to battle.
dull sounds of
battle echo from 7. 2d6 zombies, carefully breaking pieces of
the south. furniture from 4. They then carry their
newly-broken piece to 6 and gingerly add it
2. On the north side, to the western barricade.
many rows of huge
glass jars, large 8. 3d6 skeletons, on break. They smoke
enough to hold a cigarettes and pull jerky from a crate,
person; twenty in chewing it as best they can before it falls from
total. The viscous, purple fluid inside of them bubbles between their jawbones. One plays a noisy
at room temperature. 1d4 of them hold what will soon dance tune on a broken guitar.
be a zombie. On the south, a huge pile of bones. 9. A gigantic eldritch apparatus glows and
crackles in the middle of the room. The
3-in-6 chance that Lastrea (level 6 magic-user) is here, floors, ceiling, and walls are made of lead. At
raising the various dead. Otherwise, she is at 3. She the heart of the apparatus, inserted in a slot
demands any intruders leave immediately, and will use atop a stone dias, sits a wand of lightning bolt
force unless given some reason not to. (1d4 charges), which powers
She impatiently explains that she is the machine. Each turn, those
conducting very sensitive experiments within the room must save or
as to the efficacy of various types of be struck by a lightning bolt
undead in battle. Her patron expects (as the spell, cast by a level 6
results very soon—on second thought, magic-user). If the wand is
perhaps such a party of warriors would removed, the machine goes
be willing to help? Her spellbook dark, and all undead in the
contains 2d6 random spells. dungeon cease to animate;
3. Behind a magically locked door, Lastrea is highly displeased.
Lastrea’s storehouse—she comes 10. 3d6 injured skeletons,
immediately when anyone attempts to laying upon makeshift beds
open the door. Inside, several made of rubble and broken
bookshelves in the middle of the room weaponry. Two other
hold 10d20 books, 10% of which skeletons walk between the
contain 1d3 random spells. Mundane beds, tying twisted skeletal
books are worth 1d10 gp each, a book arms into slings. They repair
containing spells is worth 50 gp for each the injured as they can, and
spell level of the spells it contains. A few offer comforting platitudes to
crates and barrels around the perimeter those that they cannot.
contain low-grade rations and diluted wine.
4. 2d4 zombies, organizing various pieces of furniture
from 5 into neat piles. They do not speak. Occasionally,
a zombie comes in, shambles from pile to pile, and Map created with Watabou’s Dungeon Generator (watabou.github.io).
picks up a chair or table to carry to 7. The Vanilla Game is available, in full, at thevanillagame.com.

You might also like