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M E Z R A K ’ S F O U N D RY Map created using www.dungeonscrawl.

com
A one page dungeon by the Nameless Designer https://nameless-designer.itch.io released under https://creativecommons.org/licenses/by-sa/4.0/ Art generated using www.midjourney.com
Start at Courtyard (1) 1. Courtyard (Entrance) 5. Storage & Machinery Area 9. Vault (Mechanically locked)
(Mountain trail leads here) (Door locked, iron key required) • (Hazard) Boiling gasses
• Grand stone carved walls • (Treasure) Room burst from the corroded
of dwarven construction contains a jumble of old pipes outside the vault.
• (Encounter) d6 crates; chests; tools; and • (Puzzle) Lever opens
mercenaries guarding materials. Searching can vault if furnace ignited (4)
wagon supplies (food, reveal some high quality • (Treasure) Vault contains
water, equipment); crafting tools crates; chests and
donkeys are hitched here • Organised area contains bookshelf of parchments.
• Mercenaries will prevent access to intruders and second set of food & water supplies for the cult Searching reveals; 3 chests of dwarven gold (200gp
deny seeing villagers • (Secret) One wall has collapsed, investigating each); a magical dwarven forged hammer (chaos-
• Alarm bell alerts guards from (7) (appear in 6 reveals a small tight barely crawl-able tunnel bane); parchments written in dwarven (invention
1 square = 10 feet turns). leading past earth worm den (d4 worms) to (4). notes, highly valuable to dwarven craftsmen).

Quest: Find the three missing villagers who were 2. Great Hall 6. Guard Chamber 10. The Pit (chamber dark)
investigating strange activity at Mezrak’s Foundry. (Stone door closed not locked) • Chamber with tables; • Clanking chains and a
• Grand chamber, fine chairs; equipment racks raspy breathing can be
Mezrak’s Foundry: A long abandoned foundry stone architecture. Arcane • (Encounter) A Fervant heard from within
located high within a craggy peak. Built by Mezrak, a patterned floor Guard sits in alcove • The pit is covered by an
famed dwarven inventor. Place was abandoned due to • (Encounter) Young robed leading to the room (has iron grill; a rusted chain
an unstable rift in the fabric of reality. woman wanders the iron key); d6 mercenaries mechanism can be
Order of Paragon: Cult seeking the return of their room, her mind fractured occupy the chamber activated to open the grill
deity, the Paragon a being of perfection. A plan is in • Woman offers few words playing dice and (will alert people in 6).
place to transfer the spirit of the entity into a host but does refer to herself as the ‘First Sister’ muttering discontent. • (Encounter) Noul-Utl, creature of chaos is
known as the vessel when the rift opens. (harmless victim of the first failed summoning) • (Secret) False wall behind equipment racks and chained below; earth worm carcasses and dried
The Entity (Xorgnix): An evil chaotic being with • Rift appears over the patterned floor periodically leads to (7), mercenaries are unaware of this. blood cover the floor; he will bargain for his
malicious intent; seeks escape from the eternal void. and lasts for an unpredictable amount of time. freedom but if released must feed soon.
Plays the role of the Paragon, until it is freed. 3. Stone Chamber 7. Solar Room 11. Cell
The Ritual: A vessel must stand within the circle in the (Open access to chamber) (Door closed) (Portcullis, bronze key required)
Great Hall (2) and hold the summoning stone as the • Stone chamber, dwarven • High glass ceiling allows • Small cave area; portcullis
rift opens. This will be the second attempt. However, markings inscribed on natural light into room blocks access
Xorgnix will arrive in its current form. wall (Mezrak’s Foundry) • (Encounter) 2 Fervant • (Encounter) 3 villagers
Noul-Utl: A being of chaos from the first failed • Corroded steam pipes Guards stand outside; 2 held prisoner here (Jeyna,
summoning. Knows the entity is dangerous and seeks run across walls, patched Paragon Cultists (bronze Burke, Culan); possess
its own freedom. Feeds on life energies. with small metal plates key, summoning stone minor cuts and bruises
• Warm air can be felt artefact) are inside • Fearful of death, they are
Villagers: Unwittingly stumbled into the area and are emanating from a steep descent down to area (4). • (Treasure) Clothes dummy wears a luxurious aware they are being held for some later purpose
being detained by the Order of Paragon. white robe and golden crown (clothes for deity) but have limited knowledge of the cults plans.
• (Secret) No-one aware of false wall hiding passage
Monster & NPC Descriptions
to (6).
Mercenary, common sell-sword, ill-disciplined
Fervant Guard, heavily armed and dangerous 4. Drilling Cavern 8. Barracks 12. Cell
Paragon Cultist, commanders, scheming and cunning • (Hazard) Fissures emit (Door closed) (Portcullis, bronze key required)
Earth Worm, large burrowing worms, flesh eaters boiling gas and vapour • Bunks, chairs and a small • Small cave area; portcullis
Noul-Utl (Chaos), humanoid chaotic horror, claws from corroded pipes cooking area occupy the blocks access; room well
Xorgnix (Chaos), bloated tentacled chaotic horror • Large furnace connected room furnished with a bed and
Random Encounter Table to a drilling machine • (Encounter) d6 adequate supplies
d6 Description/Motivation surrounded by piles of mercenaries are resting • (Encounter) A lone
01 Rift, opens for d6 turns, ritual may be started coal and rock here in quiet conversation young man garbed in a
02 d6 Mercenaries, patrolling from area 1 to 6 • (Secret) Drilling machine about ‘what horror lies simple robe held here
03 d4 Fervant Guards, heading to great hall 2 head can be moved to reveal earth worm tunnels within the pit’ (10) • ‘The First Brother’ is a malleable victim and
04 d6 Earth Worms, seeking food to survive past a den (d4 worms) to (5) • Mercenaries here are discontent and are tempted to acolyte of the order, chosen to act as the host. He
05 Cultist & d4 Guards, checking prisoners secure • Coal and barrels of water (from 1 or 5) can ignite leave their employers service. considers it an honour to act in the service of the
06 Noul-Utl, seeking food or an escape the furnace and activate the vault door (9). Paragon.

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