Free Adventure Friday – Skin Crawling Caverns

I know this post is a little late this week, but some personal matters halted me from devoting enough time to get it posted this morning. But now it’s Free Adventure Friday as usual and this week I have a dungeon for you that will hopefully make some of your players skin crawl a little bit. It is a dark place where they will not expect to end up and it is filled with all sorts of creepy crawlers. So tell the players with arachnophobia to stay home for this session, because your players are going into the Skin Crawling Caverns.

And remember that this adventure goes along with yesterday’s Blue Dungeon Thursday, so check that out too. I hope you enjoy.

Skin Crawling Caverns

A Cavern Dungeon Crawl for 4 Characters of Level 4 – 5

Background
Below the surface there are many caverns and tunnel systems that run for miles. Underground rivers that flow through the rock, carving new paths as the centuries go by. In these winding and twisting caverns many creepy crawly creatures make their homes, waiting for any prey to enter their territory, so they can have their next meal.

Some of these caverns are closer to the surface than others, weakening the ground above and causing collapses and sink holes that lead into deep dark places where humanoids rarely go. There is a section of land on the surface that has a large cavern beneath it, and the earth has been slowly wearing away there, to the point where even the lightest step could set off a cave in.

Adventure Hooks
Legendary Magic Item:
While in a tavern a group of travelers are talking about some ruins to the North that supposedly house a long lost magical item with legendary powers. If asked about this, they freely talk about the location of the ruins in the forest. They will give any and all information needed to make the two day trek and even know a few details about the legendary magical item that could potentially be in there. But any who embark on this journey will never make it to the ruins, as the ground is weak and about to give way.

For the DM: Regardless of where your players are headed off to they will not make it there on this day. Instead somewhere along their travels, the ground will begin to shake and they will see the earth start to break up in a 40 ft. rough circle around them. They will all need to make a DC 16 Dexterity Saving Throw, on a failed save they will take 3d10 bludgeoning damage, half as much on a successful save as they fall deep into the earth, possibly to never be found again. They tumble with the crumbling earth down about 80 ft. landing in a roughly 50 ft. diameter cavern. Looking up they cannot see the surface, and attempting to climb out proves to be impossible as the ground is loose and crumbles away as anyone tries to climb out. If a character tries to fly out, they quickly realize that the ground collapsed in on itself at the surface and they are lucky to not be buried beneath the ruble.

Skin Crawling Caverns

Cavern Features: The tunnels and caverns are very roughly carved and appear to be naturally formed over time. Unless otherwise stated in the text, the ceilings of the tunnels are about 10 ft. high. The sound of running water can be heard through out the caverns and tunnels that wind through this underground maze and most of the areas are damp and cool. Any water in the caverns is fed from an underground glacier and is extremely cold, every round that is spent in the water requires a DC 15 Constitution Saving Throw, any creature that fails receives 1 level of exhaustion per fail. Each square on the map is equal to 10 sq. ft.

1. Starting Cavern: This is where the PCs find themselves after they fall into the earth. The cavern is about 50 feet in diameter and the ceiling goes up 60 ft. into darkness where the hole they fell through has caved in on itself barring any exit. A tunnel about 15 ft. wide leads out of this cavern to the North East.

2. 15 ft. Drop Off: In this roughly 20 ft. wide section of tunnel there is a 15 ft. drop off before the tunnel continues to the South East. It requires a DC 12 Strength (Athletics) Check to climb up or down this drop off, the DC is reduced by 5 if rope is used.

3. 20 ft. Drop Off: In this roughly 25 ft. wide section of tunnel there is a 20 ft. drop off before the tunnel continues to the West. It requires a DC 12 Strength (Athletics) Check to climb up or down this drop off, the DC is reduced by 5 if rope is used.

4. Large Cavern: This large cavern is about 70 ft. x 80 ft. and its ceiling rises up about 35 ft. There are two tunnels that lead out of this large space, one tunnel that leads to the East and another leading out to the South. The upper half of the cavern is covered in what appears to be webs.

This area has Four Giant Spiders and Five Swarm of Insects (Spiders) living in the Northern webs, the webs are considered difficult terrain to move through. They will go after anything that looks like food and will try to grapple and drag PCs into their webbing.

5. 15 ft. Drop Off: In this roughly 15 ft. wide section of tunnel there is a 15 ft. drop off before the tunnel continues to the South. It requires a DC 10 Strength (Athletics) Check to climb up or down this drop off, the DC is reduced by 5 if rope is used.

6. 30 ft. Drop Off and Water Filled Tunnel: This section of tunnel opens up slightly to a 30 ft. drop off before continuing on to a section of tunnel that appears to be flooded. It requires a DC 14 Strength (Athletics) Check to climb up or down this wet rocky drop off, the DC is reduced by 5 if rope is used. At the bottom of the drop off a narrow tunnel filled with water about 5 ft. deep leads to the East.

7. Cavern Map Carvings: The flooded tunnel leads into this large cavern that rises up 15 ft. about half way in and a path in the center leads up to the higher level. On the upper level there are crude pictures and words carved into the cavern walls and floor on the far East wall. The carvings have somewhat worn away and are barely legible. It requires a DC 14 Intelligence (Investigation) Check to read the words and drawings and figure out what they mean. The words count about 120 days that someone spent down here trying to find a way out. There are notes about specific sections of the caverns and it looks as though whoever made these carvings had found a potential way out in a long narrow cavern (area 19) with two passages leading in from the South and a large body of water that potentially leads to the surface. It also tells of an underground river system (area 10 and 22) that accesses different sections of the caverns through under water tunnels, the one who carved these words and drawings seemed to be confident that this was their way out.

There are Two Bulettes that have burrowed their way into this room, one is sitting up on the ledge where the carvings are located, the other is on the lower level. They will attack intruders, but are not looking for a fight, if one is killed, the other will attempt to flee the battle.

8. Four Way Intersection: This intersection has tunnels leading to the North East, North West, South East, and South West.

There are Two Ropers hanging from the ceiling above the intersection, they require a DC 12 Wisdom (Perception) Check to notice. If none of the PCs see them, they attack with a surprise round to start the encounter.

9. 10 ft. Drop Off and Underground River: This section of tunnel has a 10 ft. drop off before turning to the North. It requires a DC 10 Strength (Athletics) Check to climb up or down this drop off, the DC is reduced by 5 if rope is used. The Northern section of the tunnel has a 15 ft. wide and about 5 ft. deep underground river running down it that leads into a 1 ft. to 2 ft. high gap in the Southern wall of this tunnel. The tunnel itself leads North and  gently bends around until it ends in a small chamber to the South.

There are Four Black Puddings located randomly around the river that runs through this tunnel, waiting for something to come for a drink so they can strike.

10. Underwater Tunnel Entrance Pool: The pool of water that feeds the river that runs through the tunnel connected to this small chamber is about 15 ft. wide and 20 ft. long. From the surface a creature with darkvision can tell that the pool is about 30 ft. deep, it requires a DC 15 Wisdom (Perception) Check to notice the tunnels about half way down. One of the underwater tunnels leads to the North East and the other to the South West, the current is moderate here and flows towards the South West. It requires a DC 15 Strength (Athletics) Check to swim against the current. The North East underwater tunnel is 40 ft. long and surfaces again in the shallow river in area 23, the South West tunnel is 60 ft. long and surfaces again in the large pool of water in area 24.

11. 20 ft. Drop Off: In this roughly 15 ft. wide section of tunnel there is a 20 ft. drop off before the tunnel continues to the West. It requires a DC 14 Strength (Athletics) Check to climb up or down this drop off, the DC is reduced by 5 if rope is used.

12. 3 Way Intersection: This intersection has tunnels leading to the North, South and South East.

There are Two Giant Scorpions making their way through the tunnels that are looking for food.

13. 15 ft. Drop Off: In this roughly 20 ft. wide section of tunnel there is a 15 ft. drop off before the tunnel continues to the South. It requires a DC 10 Strength (Athletics) Check to climb up or down this drop off, the DC is reduced by 5 if rope is used.

14. 20 ft. Drop Off into Cavern: There is a 20 ft. drop off before the tunnel continues into a large cavern that is 70 ft. wide and 40 ft. long with a 20 ft. tall ceiling. The room is filled with large webs that span the the entire cavern, the entire chamber is considered difficult terrain as the webbing is sticky and is not easy to traverse. The webs can be used to easily climb up or down the drop off requiring no check. There are exits from this chamber to the North where the drop off is located and another to the East through the webbing.

This area has Four Giant Spiders and Five Swarm of Insects (Spiders) that have made this chamber their home, they do not attack until someone touches the webs that cover this room. If PCs are specifically trying to traverse the room without touching the webs, have them make a DC 16 Dexterity (Acrobatics) Check to avoid the webs as they make their way through.

15. 20 ft. Drop Off: In this roughly 15 ft. wide section of tunnel there is a 20 ft. drop off before the tunnel continues to the North. It requires a DC 14 Strength (Athletics) Check to climb up or down this drop off, the DC is reduced by 5 if rope is used.

16. The Phase Spider Den: This large cavern is 70 ft. wide and 60 ft. long with a ceiling that goes up about 30 ft. There are sparse webs in this room, but most are close to the walls and dangle from the tall ceiling. There are exits to the South, North West and North East.

There are Three Phase Spiders living in this area, they will try to stay hidden and surprise any who dare to enter.

17. Horizontal Drop Off Separated Chamber: This chamber is 40 ft. wide and 60 ft. long, the ceiling here is 40 ft. high. There is a 15 ft. drop off in the centre of the room before the tunnel continues to the North. It requires a DC 14 Strength (Athletics) Check to climb up or down this drop off, the DC is reduced by 5 if rope is used. There are exits from this chamber to the North and South.

18. Vertical Drop Off Separated Chamber: This chamber is 45 ft. wide and 50 ft. long, the ceiling here is 40 ft. high. There is a 20 ft. drop off that runs the length of the chamber and the tunnel continues to the North. It requires a DC 12 Strength (Athletics) Check to climb up or down this drop off, the DC is reduced by 5 if rope is used. There are exits from this chamber to the North and South.

19. Underground Lake Chamber: This chamber is 95 ft. wide and 30 ft. long with a ceiling that rises up about 25 ft. There is a large body of water against the North wall of the chamber that is 60 ft. wide and comes out from the wall about 15 ft. a creature with darkvision can tell that this body of water goes down about 50 ft. It requires a DC 15 Intelligence (Investigation) Check to notice that toward the bottom about 40 ft. down there is a large opening. The opening is about 25 ft. wide and 15 ft. tall and continues to the North, this tunnel opens up to a lake on the surface after about 80 ft. and is a viable route to escape the caverns.

Under the water about half way through the underwater tunnel that leads out of the cavern there is a Giant Crocodile that will attack anything it thinks it can eat.

20. Umber Hulk Den: This room is located at the end of a narrow tunnel that enter from the North, it is 45 ft. wide and 40 ft. long, the ceiling of this room is 25 ft. high. The floor of this room is covered in animal carcasses, but there is no sign of what killed them or how they got down here. A DC 15 Wisdom (Perception) Check reveals a dead human among the carcasses, if the body is investigated the PCs will find that his coin pouch is intact and contains 25 PP, 50 GP, 25 SP, and 5 CP. The body also appears to be wearing +2 Studded Leather Armor.

There are Two Umber Hulks that have made this place their home and will burrow out of the walls as soon as a PC disturbs any of the carcasses.

21. Basilisk Chamber: This room is located at the end of a long 15 ft. tunnel, the tunnel that leads into this room from the South has a 10 ft. drop off about half way down. It requires a DC 16 Strength (Athletics) Check to climb up or down the slick drop off, the DC is reduced by 5 if rope is used. The room itself is 60 ft. wide and 70 ft. long, the ceiling rising up about 20 ft. In the center of the room is a large 35 ft. x 30 ft. pool of water. A creature with darkvision can tell that this body of water goes down about 30 ft. There are no underwater tunnel exits in this pool.

There are Two Basilisks that have taken up residence in this room, they appear to be working on creating a den or nesting area here. They are very territorial and will attack all who enter.

22. Underground River and Hook Horror Nest: This large room is about 110 ft. wide and 80 ft. long with a ceiling that goes up 40 ft. On the East wall there is a 20 ft. ledge that leads up to a platform. It requires a DC 13 Strength (Athletics) Check to climb up or down the ledge, the DC is reduced by 5 if rope is used. From the lower level a nest like structure can be seen on the higher level with a DC 15 Wisdom (Perception) Check. In the North West section of this chamber, there is a 15 ft. wide river that is being fed from a narrow hole in the North wall of the chamber and exits into a slightly larger hole on the East wall. The water is moving fast and a creature with darkvision can see that it is about 10 ft. deep. A DC 12 Intelligence (Investigation) Check reveals that the underwater tunnel on the East wall is large enough that a medium sized creature could swim through it. The current of this river is too strong to swim against. The Easter underwater tunnel surfaces again after about 15 ft. in area 23.

There are Two Hook Horrors in this room up on the ledge in the large nest, they are sleeping when the PCs enter the room. Neither can be seen when in the nest, if the nest is disturbed they wake up and attack.

23. Small River Chamber: This room is only accessible by swimming through the underwater tunnel to the north from area 22 or by swimming against the current from area 10, the current is too strong from area 22 to swim against. The small river is only about 5 ft. deep here, but the current is still fairly strong requiring a DC 10 Strength (Athletics) Check for a creature to hold its footing standing in the water. The underwater tunnel that continues South West can clearly be seen by any creature with darkvision.

24. Escape!: This room is only accessible from the the North East underwater tunnel that leads to area 10. The room is 70 ft. wide and 50 ft. long, but the ceiling here is only 5 ft. tall forcing any creature taller than 5ft. to have to squeeze. The room is entered through the 25 ft. x 30 ft. pool of water on the East side of the chamber, it feeds a small shallow river that leads exits the chamber through a tunnel in the North wall. The tunnel the water exits through is just high and wide enough for a single medium creature to squeeze through, after about 100 ft. of crawling through the tight passage in cold water (Constitution Save), it emerges in a forest on the surface.

When the PCs enter the room they will see that there is a snake mating pit here and Two Swarms of Poisonous Snakes, if combat break out here there are also Two Gricks in the exit tunnel that will join the combat at the end of round 1, otherwise they attack as the PCs try to make their final crawl to freedom.

Once the PCs emerge from the caverns, they will more than likely want to try and find the ruins or whatever it was they originally set out for. These ruins cannot be found and they will quickly realize that whoever sent them this way to find what they were looking for, lead them astray and there are no elf ruins in the area.

DM Map

Skin-Crawling-Caverns-Numbered

 

Player Map

Skin Crawling Caverns

 

Download the DM Map HERE

Download the Player Map HERE

Don’t forget to check out our previous adventures, Warden Hold of Doom and The Screaming Crypts.

Hope to see you all back here for the next Free Adventure Friday! Until then, have a week.

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Free Adventure Friday #2 – The Screaming Crypts

It’s Friday and that means that Grimm Tale Games is giving away a Free adventure for you to play with your gaming group this weekend. This is week two of Free Adventure Friday and it has been a lot of fun coming up with this weeks horror themed adventure, The Screaming Crypts. Remember that this adventure goes along with yesterday’s Blue Dungeon Thursday post, so you should check out the map to go along with the adventure. You can also get a DM and Player version of the map at the end of the adventure.

Lastly you don’t want to leave without first grabbing last week’s free adventure Warden Hold of Doom.

The Screaming Crypts

A horror dungeon crawl for 4 characters of level 3 – 4

Background
In the city there is a temple that houses a crypt beneath its floors. For ages the crypt was silent and its inhabitants laid in their final resting place, thought never to rise again. More recently there has been screaming coming from the depths of the crypt, and none of the priests in the temple were willing to go down at first. It was only after the screaming went on for days, that the priests felt there was no other choice but to investigate what was causing the ear piercing sound. However to their horror, when they opened the doors to the stairs leading down to the crypts, they could see undead walking around freely looking for fresh flesh to feed their hunger. The priests quickly sealed the crypts back up and have not opened it since, that was 2 weeks ago.

Now the priests are trying to find someone to take their high priest down into the crypts to find the source of this evil. They are not sure what is causing the screaming, but it must be stopped and whatever is causing the dead to awake must be put to rest as well.

Adventure Hooks
Helping the Priests:
The PCs find a bill poster put up by the priests in a tavern. It states that they have an undead problem in their crypts and they are in need of help to find the source of this evil that has plagued their holy place. The bill poster states that the reward of 150 GP will be paid to any group that can handle the task.

Meeting the Priests
When the PCs arrive at the temple they are greeted by one of the priests who will be extremely excited when he finds out what they are there for. He will take the PCs to meet with the High Priest of the temple to get more information about the task at hand. They are taken to a fine sitting room in the back of the temple and are introduced to a young half elf named Yellinjo (Priest), the High Priest of the temple. Yellinjo will fill the group in on the recent events and the constant screaming that rises up from the crypts. As if on cue the screaming rises up from the crypts and sends a chill through the spines of the group.

Yellinjo asks that they make haste as the priests of the temple have been dealing with this gut wrenching sound for far too long. Once they are ready, Yellinjo will lead them to the large double doors that lead down to the crypts.

For the DM: Yellinjo is not what he seems, though he is the actual High Priest of the temple, he is possessed by the banshee that has been terrorizing the crypts and the temple above. He is leading the PCs into a trap where the banshee can feast on their souls, but will play as if he does not know where this evil could be found to lure the PCs into a false sense of security. During the exploration, Yellinjo will only assist in combat if it is absolutely necessary to do so. If one of the PCs ever begins to suspect something, it requires a successful DC 25 Wisdom (Insight) Check to pick up on exactly what is going on. If the PCs manage to figure out the priest is possessed, the banshee will drop the possession on the priest and attack the PCs, they will then have to fight the Banshee. At any point that treasure can be found in the crypt left for the dead that live there, Yellinjo will tell the PCs to take what they want as he appreciates their help. He will tell them that the dead no longer have a need for material possessions. This is a greed trap and you should note any PCs that partake in pilfering the graves, it will come back to bite them later on in the adventure.

The Crypts
Crypt Features: All of the 20 ft. wide halls are lined with niches that have sarcophagi stacked 4 high in each of them. The narrower 10 ft. hallways do not have these burial niches. Usually there would be lit torches lining the hallways, but since the screaming started the priests have not been down to care for the area, so the entire crypt is dark, though there are torches on the walls to light. Some of the sarcophagi in the walls have been broken open and crumbled tombstone lays on the floor beneath them. The ceiling height of the crypts is the same throughout at 15 ft. high. Unless otherwise stated in the text, all secret doors within the crypt require a successful DC 15 Wisdom (Perception) Check to find. The doors marked with a dot are locked, unless otherwise stated in the text the locked doors require a successful DC 13 Dexterity (Thieve’s Tools) Check to open. At any point during the adventure there are Six Zombies and Six Skeletons that can burst out of the sarcophagi in the walls. These creatures can come all at once or in smaller groups, it is up to the DM how they would like to use these spare creatures, they can even be deployed during another encounter in the crypt. Each square on the map is 10 ft.

1. Crypt Landing: The stairs down from the temple above end at a large landing with a 20 ft. wide hall running North and South. Tall floor to ceiling niches line the walls of these halls, each one housing about 4 rectangle shaped sarcophagi that run up the walls. Along the East wall stands a door, this door is locked and requires a successful DC 13 Dexterity (Thieve’s Tools) Check to open. Moving down the North hallway are Two Zombies, there are also Two Zombies coming up the South hallway. Lurking in the shadows behind the stairs are Two Shadows that are waiting for the perfect time to strike.

2. Burial Chamber 1: This is a small room that has an exit to the South and another to the East that is blocked by a sealed portcullis. Much like the hallways the walls of this room are lined with niches that have 4 sarcophagi within each. Each grave has a shelf at its feet and there are a number of trinkets placed on the shelves, left for the dead to take to the afterlife with them. Altogether there is 500 GP worth of small trinkets and coin that has been left in this room. Also in this room are Two Zombies and a Swarm of Rats. The rats appear to be feeding on the dead flesh of the zombies.

3. Burial Chamber 2: This is a small room that has exits to the North, South, East and West. The East and South exits are blocked by sealed portcullis’. The West exit has a door that can be locked from this side. Much like the hallways the walls of this room are lined with niches that have 4 sarcophagi within each. Each grave has a shelf at its feet and there are a number of trinkets placed on the shelves, left for the dead to take to the afterlife with them. Altogether there is 300 GP worth of small trinkets and coin that has been left in this room. Also in this room are Two Zombies and a Swarm of Rats. The rats appear to be feeding on the dead flesh of the zombies.

4. Burial Chamber 3: This is a small room that has an exit to the East and another to the North that is blocked by a sealed portcullis. Much like the hallways the walls of this room are lined with niches that have 4 sarcophagi within each. Each grave has a shelf at its feet and there are a number of trinkets placed on the shelves, left for the dead to take to the afterlife with them. Altogether there is 750 GP worth of small trinkets and coin that has been left in this room. This room also contains a pedestal at the center of the room, sitting on the pedestal is a jeweled crown worth 1000 GP. If a PC takes the crown, Three Skeletons burst out of the graves in the wall and attack the party, the Skeletons get a surprise round on the PCs that don’t make a successful DC 14 Wisdom (Perception) Check.

5. Burial Chamber 4: This is a small room that has exits to the North, South, East and West. The exits to the South and East are blocked by sealed portcullis’. Much like the hallways the walls of this room are lined with niches that have 4 sarcophagi within each. Each grave has a shelf at its feet and there are a number of trinkets placed on the shelves, left for the dead to take to the afterlife with them. Altogether there is 350 GP worth of small trinkets and coin that has been left in this room. As the PCs cross this room Three Skeletons burst out of the graves in the wall and attack the party, the Skeletons get a surprise round on the PCs that don’t make a successful DC 16 Wisdom (Perception) Check.

6. Burial Chamber 5: This is a small room that has exits to the North, South, East and West. The exits to the North and West are blocked by sealed portcullis’. Much like the hallways the walls of this room are lined with niches that have 4 sarcophagi within each. Each grave has a shelf at its feet and there are a number of trinkets placed on the shelves, left for the dead to take to the afterlife with them. Altogether there is 650 GP worth of small trinkets and coin that has been left in this room. As the PCs cross this room Two Skeletons burst out of the graves in the wall and attack the party, the Skeletons get a surprise round on the PCs that don’t make a successful DC 16 Wisdom (Perception) Check.

7. Burial Chamber 6: This is a small room that has exits to the North, South, East and West. The exits to the South and West are blocked by sealed portcullis’. The exit to the North has a door that is locked and requires a successful DC 14 Dexterity (Thieve’s Tools) Check to open. Much like the hallways the walls of this room are lined with niches that have 4 sarcophagi within each. Each grave has a shelf at its feet and there are a number of trinkets placed on the shelves, left for the dead to take to the afterlife with them. Altogether there is 250 GP worth of small trinkets and coin that has been left in this room.

8. Burial Chamber 7: This is a small room that has exits to the South, East and West. The exits to the West is blocked by a sealed portcullis. Much like the hallways the walls of this room are lined with niches that have 4 sarcophagi within each. Each grave has a shelf at its feet and there are a number of trinkets placed on the shelves, left for the dead to take to the afterlife with them. Altogether there is 500 GP worth of small trinkets and coin that has been left in this room.  There are also Four Zombies each standing in one of the corners of the room.

9. Burial Chamber 8: This is a small room that has exits to the North, South, East and West. The exits to the South and West are blocked by sealed portcullis’. Much like the hallways the walls of this room are lined with niches that have 4 sarcophagi within each. Each grave has a shelf at its feet and there are a number of trinkets placed on the shelves, left for the dead to take to the afterlife with them. Altogether there is 300 GP worth of small trinkets and coin that has been left in this room.

10. Burial Chamber 9: This is a small room that has exits to the North, East and West. The exits to the North and West are blocked by sealed portcullis’. The exit to the East has a door that is locked and requires a successful DC 14 Dexterity (Thieve’s Tools) Check to open. Much like the hallways the walls of this room are lined with niches that have 4 sarcophagus’ within each. Each grave has a shelf at its feet and there are a number of trinkets placed on the shelves, left for the dead to take to the afterlife with them. Altogether there is 400 GP worth of small trinkets and coin that has been left in this room. Four of the graves are smashed open and upon investigation Four Zombies crawl out from the holes and attack the PCs.

11. Large Burial Niche 1: This is a small room that has an exit to the West, but it is blocked by a portcullis. The East side of the room has no walls and it opens up to a 10 ft. wide hallway that runs North and South. Both the room and the hallway’s walls are lined with niches that have 4 sarcophagi within each. Each grave has a shelf at its feet and there are a number of trinkets placed on the shelves, left for the dead to take to the afterlife with them. Altogether there is 750 GP worth of small trinkets and coin that has been left in this room. In the center of the room is a large stone sarcophagus, inside is a Ghoul waiting for someone to open the lid, it will leap out and attack the party if the try to leave the room without opening the sarcophagus. After the Ghoul makes its first attack, Four Zombies break through the stone of their sarcophagi in the wall and join the Ghoul in attacking the PCs.

12. Large Burial Niche 2: This is a small room that has an exit to the West, but it is blocked by a portcullis. The East side of the room has no walls and it opens up to a 10 ft. wide hallway that runs North and South. Both the room and the hallway’s walls are lined with niches that have 4 sarcophagi within each. Each grave has a shelf at its feet and there are a number of trinkets placed on the shelves, left for the dead to take to the afterlife with them. Altogether there is 750 GP worth of small trinkets and coin that has been left in this room. In the center of the room is a large stone sarcophagus, inside is an additional 300 GP worth of treasure.

13. Large Burial Niche 3: This is a small room that has an exit to the West with a locked door that requires a successful DC 14 Dexterity (Thieve’s Tool) Check to open. The East side of the room has no walls and it opens up to a 10 ft. wide hallway that runs North and South. Both the room and the hallway’s walls are lined with niches that have 4 sarcophagi within each. Each grave has a shelf at its feet and there are a number of trinkets placed on the shelves, left for the dead to take to the afterlife with them. Altogether there is 200 GP worth of small trinkets and coin that has been left in this room. In the center of the room is a large stone sarcophagus, inside is an additional 500 GP worth of treasure.

14. Large Rune Scribed Double Doors: These large double doors are covered in some kind of magical runes, it requires a successful DC 14 Intelligence (Arcana) Check to decipher what the runes are. If deciphered the PCs learn that these runes are meant to be a seal, but they appear to not be functioning correctly. If the PCs ask Yellinjo about the runes, he will tell them that this room contains the remains of 4 great mages whose bodies held great magical secrets, these runes were meant to fend of evil and keep those magical secrets safe. The doors themselves are locked and still appear to be sealed by the runes, though they are not warding off evil any longer. It requires a successful DC 15 Intelligence (Arcana) Check to break the seal, or dispel magic vs a 5th level spell DC 15 and the lock requires a successful DC 16 Dexterity (Thieve’s Tools) Check to open.

15. Mage’s Burial Room: This large room has four sarcophagi in the center and large pools of water on the East and the West walls. Unlike other areas of the crypt, this rooms walls do not have niches in them and the only sarcophagi in the room are the four in the center. Instead the walls are decorated with brilliant murals each wall depicting the challenges overcome by each of the mages buried here. Near the pool on the East wall are Four Zombies that seem to be staring into the water looking at something. What they are looking at is a Wight that is resting just below the surface of the water, if combat breaks out, it will join the fight at the end of the second round or once the zombies are all dead, whichever comes first. There are no treasures in this room.

16. Noble Burial Room of the Kirklands: This room stands with an open archway at the end of a long narrow and bending hallway. In the center of the room stands a tombstone carved into the shape of an angel, on the face plate it reads Tomb of the Kirklands. The walls are lined with many niches, all of which appear to be of a noble family named the Kirklands. After a few moments the PCs will hear a low rumbling in the East wall and a Ghast breaks out of one of the sarcophagus’ attacking the group. If the PCs investigate the tombstone and make a successful DC 12 Intelligence (Investigation) Check they will notice that the wings of the angel are not actually part of the tombstone, they can actually be removed and are a magical item, the Wings of Flying.

17. Noble Burial Room of the Hensfields: This medium sized room has a large stone sarcophagus standing at the far end of it, the face plate on the sarcophagus reads Tomb of the Hensfields. The South and East wall each have several sarcophagi of the noble family of the Hensfields built into them, but the North and West walls have only blank slates on them, a resting place waiting for its eternal guest. The door to this room is locked and requires a successful DC 14 Dexterity (Thieve’s Tools) Check to open. As the PCs investigate the room, a Ghoul will burst out of the sarcophagus and charge them. Inside the sarcophagus is the body of a knight holding a +1 Great Sword.

18. Noble Burial Room of the Yaneslys: This medium sized room has a large stone sarcophagus at the far end of it, the face plate on the sarcophagus reads Tomb of the Yaneslys. The walls here are lined with sarcophagi of the noble family of the Yaneslys and an archway standing at the back of the room leads deeper into the tomb. The door to this room is locked and requires a successful DC 14 Dexterity (Thieve’s Tools) Check to open. There are 600 GP worth of small trinkets and coin that has been left for the dead.

19. Noble Burial Room of the Manes: This room is much like the one previous one with a large stone sarcophagus at the far end, the face plate here reads Tomb of the Manes. The walls here are all lined with the sarcophagi of the noble family of the Manes, except for one patch in the center of the North wall that has a mural of knights battling with demons, the demons appear to be coming up from the earth and the knights appear to be fighting down towards them, as if they were angels. The secret door in this room requires a successful DC 16 Wisdom Perception Check to find. There are 850 GP worth of small trinkets and coin that has been left here.

20. Noble Burial Room of the Pantions: This room is much smaller than the previous tombs but it has a large tombstone in the middle of the room carved to look like a noble elf warrior pointing his sword to the ceiling. The face plate on the carved tombstone reads Tomb of the Pantions and the walls are lined with the long dead of the Pantion family. The statue itself has a secret mechanism built into the arm, it requires a successful DC 14 Wisdom (Perception) or Intelligence (Investigation) Check to find. When the mechanism is activated the tombstone points the sword to the ground, but nothing happens, at least not in this room. The mechanism opens the secret door to room 22, it is the only way to open this secret door. There are 500 GP worth of small trinkets and coin left in this room.

21. Baltiola Servants Burial Room: In this room is a large stone sarcophagus that sits in the middle of the room, and does not have a face plate on it, the walls of this room are packed extremely tight with additional sarcophagi. Any PC that makes a successful DC 12 Intelligence (History) Check will know that this is the burial chamber of a very important nobles servants, so that they could join their masters in the afterlife. The door leading into this room is locked and requires a successful DC 16 Dexterity (Thieve’s Tolls) Check to open. The secret door at the back of this room is undetectable, the only way to open it is to trigger the mechanism on the carved tombstone in room 20, otherwise in remains sealed. If the mechanism has been triggered, the passage stands open. There is no treasure at all in this room.

22. Noble Burial Room of the Baltiolas: This is a large tomb with a carved tombstone depicting a God sitting a top a mountain as his thrown. It requires a successful DC 14 Wisdom (Perception) or Intelligence (Investigation) Check to see the necklace that is around the tombstones neck, the necklace is a Necklace of Fireballs with 6 beads on it. The face plate on the tombstone reads Tomb of the Great Baltiolas and the walls are filled with the sarcophagi of the noble family of the Baltiolas, a successful DC 14 Intelligence (History) Check will reveal that the Baltiola family was famous as dragon slayers and had made quite the name for themselves as such at the peak of the families renown. As the PCs investigate the room a Specter and Three Shadows come out of the walls and attack them. There are 2000 GP worth of small trinkets and coin left in the room.

23. Peasant Burial Room 1: This is a very large room that has niches lining the walls, each niche is line with 8 sarcophagi and the floor is also packed with sarcophagi, small paths leading between them. There are 4 large stone sarcophagi in this room, each sitting towards a corner of the room. The two doors to the North that lead into this room are locked, each one requires a successful DC 12 Dexterity (Thieve’s Tools) Check to open. There are two large archways with passages that lead to the South into another large room. There is no treasure in this room.

24. Peasant Burial Room 2: This very large room is much like the previous one with sarcophagi packed into the walls and floor, but there are 9 large stone sarcophagi placed in rows. There are two large exits to the North that lead back into the previous room. As the PCs enter this room Four Zombies burst out of sarcophagi in the floor of room 23, as they do a Specter comes our of the West wall and a Ghoul burst out of the East wall of this room. There is no treasure in this room.

25. Tomb of Priests 1: This large room does not have niches or sarcophagi in the walls, there are only 5 large stone sarcophagi in this room, each one the resting place of a priest from the temple above. The door to this room is locked and requires a successful DC 16 Dexterity (Thieve’s Tools) Check to open. There is nothing else in this room.

26. Tomb of Priests 2: This large room has no niches or sarcophagi built into the walls, there are carved smooth. There are only 6 large stone sarcophagi in this room, the resting place of some of the highest priests of the order, they are set into rows on either side of the room. On the back wall is a painting of the first of the order, the first High Priest of the temple. A successful DC 16 Wisdom (Perception) or Intelligence (Investigation) Check will notice that there is a map of the tomb in the painting, that shows a chamber named the First of the Order’s resting place. The painting is also a secret passage that is also noticed along with the map. The door that leads into this room is locked and requires a successful DC 16 Dexterity (Thieve’s Tools) Check to open. As the PCs investigate the painting, Four Skeletons burst out from random sarcophagi and engage the PCs, as they fight, a Specter overhearing the combat enters the room at the end of the second round. There is nothing else in this room.

27. Tomb of Priests 3: This large room does not have niches or sarcophagi in the walls, there are only 5 large stone sarcophagi in this room, each one the resting place of a priest from the temple above. The door to this room is locked and requires a successful DC 16 Dexterity (Thieve’s Tools) Check to open. There is nothing else in this room.

28. Doors to the Tomb of Priests Wing: These large stone double doors stand floor to ceiling and have a large image of the priesthood’s crest carved into the them. It requires a successful DC 12 Strength Check to open these doors and enter the Tomb of Priests wing of the crypts where all of the lost priests of the order are buried.

29. Line of Double Doors: This hallway has 4 sets of large stone double doors that run from the floor to the ceiling lining the South wall. Each set requires a successful DC 12 Strength Check to open.

30. The First of the Order’s Resting Place: This large room has two decorative stone walls that run the width of it and are about 2.5 ft. tall. In the center of the room is a finely decorated stone sarcophagi with the First of the Order himself carved into the lid. The walls are covered in murals that depict the First of the Order saving the innocent and erecting the temple and building the crypts, the paintings are a telling of all the great accomplishments of the First of the Order. The secret door to this room requires a successful DC 15 Wisdom (Perception) or Intelligence (Investigation) Check to find, if the PCs found the map in room 26, they can find the secret passage without the check. As the PCs investigate the room, Yellinjo begins to laugh hysterically. He calls the PCs fools and thanks them for getting him here, he never would have guess that the secret to this room was within a painting the whole time. (This section only applies to any PCs that took of treasure and magic items from the crypt, for all others time is stopped as per the upcoming description – Just as Yellinjo finishes his sentence all time appears to stop for everyone except for the PCs who stole from the crypt, as a Solar appears in front of them. She looks to them and tells them that they have soiled this sacred crypt by stealing from the dead that live here, she warns that they be wise to not take anything that does not belong to them from the crypt. She then curses them, causing them to suffer disadvantage on all attack, ability and saving throw rolls for the upcoming encounter. This curse remains on any PC that removes something from the crypt for 1d12 days for each item they take, coin counting as 1 item for every 100 GP taken. The Solar then disappears leaving the PCs to deal with what they have gotten themselves into.) As Yellinjo’s laughing resumes, his skin goes a pale white and his eyes roll back in his skull as he drops to the ground and a Banshee rises from his body leaving it like a husk on the ground. She lets out a scream before engaging the PCs trying to kill them. As the PCs fight the Banshee, Two Zombies and Two Skeletons burst from the niches in the hallway and enter the room at the end of round 1.

At the end of the combat the PCs can look into the well being of the priest, it takes a successful DC 10 Intelligence (Religion) Check to realize he was possessed by the Banshee. The PCs can revive him with a successful DC 14 Wisdom (Medicine) Check and a spending of a healing kit, or they can use magical healing if that is an option. When Yellinjo awakes he remembers nothing of the events in the crypt, on the way out it is very clear that the Banshee was somehow the source of the undead as there no longer appears to be any sign of them. Yellinjo pays the PCs what they were promised and thanks them for saving the temple and ridding the crypts of the evil that had been dwelling there.

DM Map

Blue-Dungeon-Crypt-Numbered

Player Map

Blue-Dungeon-Crypt-Player

You can download both maps via this ZIP FILE.

Well that is this weeks Free Adventure, I hope everyone that plays this dungeon crawl enjoys it. Please let me know what you think in the comments below, I value your feedback.

Until next Friday, have a week!

 

Creative Commons Licence
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

Creatures in the Dark – A Ryuutama Journey

Though I mostly play D&D and I play it whenever I can, like everyone else, there are other games I enjoy playing from time to time. Just like I play the games from time to time, I want to share some original content I have created for those games every now and again.

For this post I want to share an introductory adventure that I wrote for the amazing J-RPG Ryuutama. You can learn more about the English translated version of the game on the Official Ryuutama Website.

So check out Ryuutama and make “Creatures in the Dark” your first journey.

Creatures in the Dark – A Journey for 3 – 4 Level 1 – 2 PCs

Outline
The PCs have all just arrived in a small town named Juveha. They should all meet in some type of shop. While in the shop, the owner will tell them of a huge sale that is taking place in the town of Sonema just 3 days travel from Juveha. The sale takes place every year and PCs will be able to get items at a 50% discount. They will need to leave right away though, as the sale will only be going on for 4 more days.
It should be an easy journey through the grasslands, but the group will stumble upon a nest of dark creatures that will make their skin crawl. Will the PCs be able to squash this threat and make it to the sale in Sonema in time?

Opening
Topography: Grassland – Weather: Cloudy – Target Number: 6

[The skies are cloudy and there is the slightest chill in the air. Travel through the grasslands towards Sonema should be fairly easy in these conditions. A sign at the edge of Juveha points to the East and is clearly marked – “Long Grass Fields – Sonema 90KM”]

The PCs are headed to Sonema to take advantage of the sale taking place there. It is 3 days travel and the sale ends in 4 days.
{Condition Check STR + SPT}

Act 1
Topography: Grasslands – Weather: Cloudy – Target Number: 6

[As you walk along the hard beaten trail on your way to Sonema, the grassy fields extend as far as the eyes can see. Off in the distance tree lines can be seen along with small patches of bushes and thickets.]

{Travel Check STR + DEX}
{Camp Check DEX + INT}
No Direction Check Needed in Grassland

[While setting up camp in a small clearing, you notice that there are a lot of bug husks here. Not too long ago there were a number of strange bugs here changing form and growing.]

The husks are about 1ft x 1ft and indicate that the bugs that shed these husks have either grown larger or changed their form.

Town Creation
Name: Sonema Town
Population: 4,580
Topography: Grassland

Important/Famous People (Could include a ruler or representative) – Up to 3
1.
2.
3.

Landmarks – Up to 3
1.
2.
3.

Town Specialty – Up to 3
1.
2.
3.

Town Threats (Use these to setup the next adventure) – Up to 3
1.
2.
3.

Act 2

Topography: Grassland – Weather: Rain – Target Number: 7

[As you wake this morning you can hear the pitter-patter of raindrops falling on the top of your tent. Yesterday’s overcast skies have turned to darkened clouds that are dropping their bounty of water on the grassy fields. You hurry to pack up your camp and get moving, the rain will definitely slow you down and the sale in Sonema ends in just 3 days.]

{Condition Check STR + SPT}

{Travel Check STR + DEX}

{Direction Check INT + INT}

Pass or fail the direction check, the PCs will find their way to a cave carved into the side of a grassy hill.

[As the rain begins to fall harder, loud thunder can be heard in the distance, this storm is going to get worse before it gets any better. As you make your way through the pounding rain you can make out the shape of a cave just off to the side of the trail. This could be the perfect place to escape this torrential downpour.]

No Camping Check as the PCs will be able to camp in this cave.

Act 3
Topography:
Cave (Rocky Terrain) – Weather: None – Target Number: 8

[You awake the next morning in the safety of the cave you took shelter in the night before to the sound of crashing thunder. As you look outside you can see that the storm has only gotten worse, travelling in this will be an absolute nightmare. With only 2 days left to catch the sale in Sonema, you don’t have the time to hold up in this cave for the day.]

{Condition Check STR + SPT}

One of the PCs will notice an old sign bolted to the wall of the cave after the condition check is rolled. This will require a successful {INT + INT} Check

The old sign has an arrow on it pointing into the cave and it reads – “To Sonema – 15KM – Sonema Tunnel Route”

Nearby the sign will be a lever with a sign above it that says “Power” and it will take another successful {INT + INT} Check to find it. The lever will be seized up from not being used for some time, to pull the lever it will take a successful {STR + STR} Check.

You should let the PCs know that this is not electrical power, but magical power which can be identified as such with a successful {INT + INT} Check.

Turning on the power will awaken the Queen Worm. If left off PCs will encounter Stinging Larva and a Rock Wasp.

If you want to extend the adventure, you can have the PCs encounter both, the Rock Wasp and the Queen Worm.

{Travel Check STR + DEX}

{Direction Check INT + INT}

There are 2 different Climaxes to this journey, one with the power on and the other with the power off.

Climax – Power On
Topography:
Cave (Wasteland) – Weather: None – Target Number: 6

[You walk down the brightly lit passage taking notice to how smooth and flat the path is, though it is very obvious that this tunnel has not been used in some time. Cobwebs are strewn about like extravagantly done birthday decorations for some monster’s surprise party. The magical lights shine brightly, clearly showing the almost inch thick layer of dust that covers them.]

As the PCs walk, have them make an {DEX + INT} Check – Difficulty 6 – to notice the honey comb shaped holes that cover the ceiling, spread about a foot apart and some as large as 2 feet wide. At this point the PCs are about 8 to 10 KM into the tunnel.

A little further down the way the PCs will start to hear a low faint humming. Upon investigation they will see that there is a large hole carved into the stone of the tunnel wall. It is about the size of a full grown man and could easily be walked down.

[Carved into the side of the tunnel you find a large hole, it is clearly not man made like the rest of the tunnel. The walls near the hole are coated in some kind of slimy mucus.]

As the PCs investigate they will be set upon by 1d6+2 Stinging Larva. The PC’s can see them about 100 yards down the tunnel come up from behind them. This gives them the time they need to run by making either a {STR + SPT} Check or a {DEX + SPT} Check.

If any of the PCs fail the escape check the group will make it far enough to lose most of the Stinging Larva, but 2 will be able to keep up with them and will be part of the battle scene.

[As you run from the Stinging Larva you begin to gain ground and leave them behind. You are so focused on escaping them that you don’t even realize that you have run right into some kind of nest, until it is too late.]

As the PCs realize where they have ended up and the danger that they are in, a huge form will lurk out of the shadows. It is the Queen Stink Worm and she will not be happy with finding intruders in her nest. This is when they are attacked and the Battle Scene begins.
Climax – Power On – Battle Setup

On the Field
1 x Queen Stink Worm
2 x Parasite Larva
*If any of the PCs failed the escape check earlier, add 2 x Stinging Larva to the field.

If the PCs survive the encounter they will be able to make it through the nest and come out on the other side of the tunnel to clear and sunny skies, looking across grasslands just a few miles away from Sonema.
Climax – Power Off
Topography:
Cave (Rocky Terrain) – Weather: Dark +3* – Target Number: 11
*If the PCs have a light source the “Dark” Weather modifier is only a +2

You may have to alter player text from below depending on whether or not the PCs have a light source. The below assumes that they do not.

[As you stumble your way through the dark, barely able to see what is going on, you are grateful that the ground below you appears to be smooth and cleanly carved into the rock. It is somewhat slow moving with no strong light to guide your way and the fact you have to stop every once in a while when you get a face full of dense cobwebs. As you feel your way along the wall, your hands run through an extremely thick layer of dust. It is very evident that this tunnel has not been used in quite some time.]

As the PCs walk, have them make an {INT+INT} Check to see if they notice the large hole that has been carved into the side of the tunnel. If they notice it, they will be able to tell right away that this tunnel was not man made as the rest of the tunnel has appeared to be so far.

The walls of the new tunnel that has been carved into the side of the existing one are covered in a thick sticky and slimy mucus, the PCs will start to hear a low faint humming noise coming from down the tunnel as well as from back they way they had come.
Rock Wasp

The PCs are set upon by a Rock Wasp along with 1d6+2 Stinging Larva. If the PCs do not have a light source, they will be caught off guard and their opponents will all automatically get top initiative on them.
Climax – Power Off – Rock Wasp – Battle Setup

On the Field
1 x Rock Wasp
1d6+2 x Stinging Larva

[It appears that you have found yourselves right in the middle of a Rock Wasp hive. It is unfortunate that you have realized this too late, and now a Giant Rock Wasp has caught you by surprise. It is accompanied by (Number) Stinging Larva, you have no choice but to defend yourselves and fight for your lives.]

After at least 2 Stinging Larva have been killed, the PCs will have the chance to escape.
{STR + SPT} Check or a {DEX + SPT} Check. If at least one of the PCs are successful, all of the PCs will have the chance to escape.

The PCs will escape further down the tunnel and come out on the other side looking over Sonema across just a few miles of grassland. carry on to the Ending.
Ending
Topography:
Grassland – Weather: Clear – Target Number: 6

[Somehow you have made your way to the other side of the tunnel that almost became your grave. You step out into grassy fields and clear, sunny skies, the town of Sonema can be seen only a few KM in the distance. As you come only a few meters out from the tunnel entrance you see a large sign posted in the middle of the path leading into the tunnel. It reads; “Old Sonema Tunnel Route – STAY OUT! – INFESTATION”]

The PCs can now head into Sonema and take advantage of all items being 50% off giving them a chance to buy some supplies and other goods for trading later.
Bestiary

NAME: Rock Wasp
LEVEL: 5
TOPOGRAPHY: Mountain, Rock Terrain, Mountain Top, Wasteland
SEASON: Summer
MATERIALS: Stinger (tough stick)
HP: 36
MP: 6
INITIATIVE: 10
CONDITION: 6
ABILITIES: 6 8 4 4
ACCURACY: d6 d8
DAMAGE: d6
DEFENSE: 1
SPECIAL ABILITY
Poison Stinger – On a successful attack, roll 1d4, on a 4 the attack gives the Poison condition 6.

NAME: Stinging Larva
LEVEL: 2
TOPOGRAPHY: Mountain, Rock Terrain, Mountain Top, Wasteland
SEASON: Summer
MATERIALS: Stinger (tough stick)
HP: 6
MP: 2
INITIATIVE: 5
CONDITION: 4
ABILITIES: 4 6 2 2
ACCURACY: d4 d6
DAMAGE: d4
DEFENSE: 0
SPECIAL ABILITY
Poison Stinger – On a successful attack, roll 1d4, on a 4 the attack gives the Poison condition 4.

NAME: Stink Worm
LEVEL: 1
TOPOGRAPHY: Any
SEASON: Summer
MATERIALS: Skin (Used as an Elastic)
HP: 4
MP: 4
INITIATIVE: 4
CONDITION: 4
ABILITIES: 6 4 2 2
ACCURACY: d6 d4
DAMAGE: d6
DEFENSE: 0
SPECIAL ABILITY
Constrict – When a character is damaged by a Stink Worm, the Stink Worm makes a STR+STR Check Contested by Target’s STR+DEX Check. If successful, the Stink Worm will wrap around the target and do an additional 1d6 Damage.
Stink – If a character is in the front row with the Stink Worm the character will get the Sick condition 4.

NAME: Queen Stink Worm
LEVEL: 5
TOPOGRAPHY: Any
SEASON: Summer
MATERIALS: Skin (Used as an Elastic)
HP: 34
MP: 12
INITIATIVE: 8
CONDITION: 6
ABILITIES: 8 6 2 8
ACCURACY: d8 d6
DAMAGE: d8
DEFENSE: 2
SPECIAL ABILITY
Slime Spray – The Queen Stink Worm will spray a thick gooey, stinking spray from its abdomen.
Targets all characters on the field.
Accuracy: d6 d6, on Hit target takes 1d6 damage and gets Sick condition 5.
Quill Spray – The Queen Stink Worm will shoot a spray of quills from its hind quarter.
Targets all characters on the field.
Accuracy: d8 d6, on Hit each character takes 3d4 damage and gets Injured condition 4.
Create Stink Worm – Once during an encounter the Queen Stink Worm can create 1d4+1 Stink Worms.
Stink – If a character is in the front row with the Queen Stink Worm the character will get the Sick condition 4.

Creative Commons Licence
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

Free Adventure Friday #1

So this will be the very first Free Adventure Friday post. We hope to put up one of these every week for you to use with the Blue Dungeon released every Thursday. So check out this quick one shot adventure from Grimm Tale Games and let us know what you think, the DM and Player map versions are at the end of the adventure. You can see the original Blue Dungeon for this adventure HERE. Also don’t forget to share with friends.

Warden Hold of Doom

A dungeon crawl adventure for 4 characters of level 1 – 2

Background
The Warden Hold is a not too long ago abandoned Dwarven Hold that was built into the back of a Dwarven mine in the mountains. The Dwarfs that built the hold over 1000 years ago had to leave it behind when a great war broke out between devils and demons of the underworld. The area near the hold became a battle ground on the material plane and the hold was not safe no matter what defense the Dwarfs could think to build. It has been over 100 years since that gruesome war, but the hold has not been inhabited since, at least not by Dwarfs.

There are rumors that when the Dwarfs left, they did so in such a hurry that they left many treasures in the hold behind, and no one has ever been back there to claim it. Of course the Dwarfs were crafty and they left a few treacherous traps behind as well.

Adventure Hooks
Dwarfs in the Tavern: One or more of the PCs over hear a couple of Dwarfs in a local tavern telling each other stories about the old haunted hold up in the mountains. One of them mentions that they know where the trail that leads to the hold is still somewhat visible within the overgrowth that someone could follow. They joke about going there themselves and finding all the loot that was left behind.

Rumors of Goblins: There are talks among the soldiers in town that there have been many goblin sightings in the forest near the mountains. Some of the older soldiers talk about them taking up camp in an old Dwarven hold that was abandoned years ago during the great demon war. The captain of the guard has put out a bounty on goblin heads to keep the towns people from panicking.

Finding the Dungeon
Once the PCs have found out about the existence of the dungeon, finding it is a matter of searching the woods near the foot of the mountain to find the old trail that lead through the woods to the hold. The trail has not been used in over a century, but closer to the hold itself the trail can still be faintly seen if one is looking close enough. To find the trail it takes a successful DC 10 Wisdom (Survival) or Wisdom (Perception) Check.

If the PCs are clever enough to research the hold in a library, they will need to make a successful DC 10 Intelligence (History) Check to find all of the information they need to find the hold. If they beat make the check by 5 or more, they even find a map leading them directly to the hold.

Warden Hold
1. Entrance to the mine: The entrance to the mine stands carved into the side of a tall cliff face. Two Goblins stand guard on either side, they have orders to attack any intruders.

2. Adit: This sloped entry way leads into 3 different tunnels, one to the south, one to the East and one to the North East. A successful DC 12 Wisdom (Perception) Check reveals foot prints in the dirt that are fresh and remnants of an Orc camp that was setup here not that long ago.

3. Storage Room: This room appears to currently be used for storage. There are multiple barrels and a couple of chests in this roughly carved room. Each chest contains 100 Rations and 3 barrels have mead in them and the other 3 have stagnant water.  A lone Goblin chef is getting stock from this room, he will plead for his life when discovered.

4. Southern Tunnel: This tunnel leads South to a 10 ft. drop off then continues South gradually turning East and bending around to the North where it ends with a door. The door is not trapped or locked.

5. North East Tunnel: This tunnel leads North East and immediately turns directly East. The tunnel ends at a door just 45 ft. down. This door is not trapped or locked.

6. Dead End: After coming through the door, this tunnel continues East then quickly u-turns around and begins heading West. There is a ledge that goes up 5 ft. just after the turn, about 50 ft. down the tunnel it stops at a dead end. Hanging from the ceiling in the small chamber at the end of the tunnel are Two Swarms of Bats that flutter towards and attack any who disturb them.

7. East Tunnel: This tunnel leads East and goes for about 40 ft. before ending at a door. This door is locked and requires a successful DC 13 Dexterity (Thieve’s Tools) Check to open. The door is also trapped, once opened it triggers a falling axe that will swing down and strike whoever opened the door. Make an Attack Roll +3, on a hit the axe deals 1d6 slashing damage.

8. Main Mine Chamber: This large chamber in the mine can be accessed through a door to the South and a door to the West, there is also a fine carved stone door standing on the East wall. The door to the West is locked and trapped, reference area 7 for trap info, the trap is harmless from this side of the door. The other two doors are not locked or trapped. Hanging out in this chamber a Goblin Boss and Two Goblins, they attack anyone who enters this chamber. the Goblins will try to flee if the Goblin Boss is killed.

9. Warden Hold Entry: This tunnel is unlike the other tunnels that have been encountered, it is finely carved stone that is still smooth to the touch. At the other end of this tunnel stands a large set of double doors that are about 10 ft. high. About half way down this tunnel there is a large 10 ft. x 10 ft. pit trap. When a creature steps on the furthest square of the pit trap, the ground begins to crumble and fall away, any creature standing on an affected area must make a DC 13 Dexterity Saving Throw or fall 20 ft. down into the pit and take 2d6 bludgeoning damage from the fall.

The double doors stand unlocked and push open without too much effort.

10. Warden Hold Main Hall: This large room has columns on either side and a large statue of Moradin that has been severely defaced and vandalized, a successful DC 10 Intelligence (Investigation) Check shows that the vandalism is recent. There are four doors in this room other than the large double entry doors. One door on the Northern wall, two doors on the Eastern wall and on door on the Southern wall. The Southern most door on the Eastern wall in not locked or trapped (reference area 27 for info on the trap on the other side of the door). The Northern most door on the Eastern wall is locked, but not trapped, it requires a successful DC 15 Dexterity (Thieve’s Tools) Check to unlock the door.  The door on the Northern wall is also locked, but not trapped, it requires a Successful DC 13 Dexterity (Thieve’s Tools) Check to open. The door on the Southern wall is both locked and trapped. It takes a successful DC 12 Wisdom (Perception) Check to spot the trap, once spotted it can be disabled by making a successful DC 13 Dexterity (Thieve’s Tools) Check. Making a successful DC 15 Intelligence (Investigation) Check on the trap before attempting to disable it lowers the disable DC to 10. If the trap is set off it causes poison darts to shoot out from above the door in a 10 ft. cone, any creature caught in the area must make a successful DC 14 Dexterity Saving Throw or become Poisoned for 1d4 hours.

There are Four Goblins in this room causing trouble and continuing to vandalize whatever they can. They attack once they notice intruders have entered the hold.

11. Connection Cavern: This large cavernous area has two doors that lead to the East, one at the North end and one at the South end. The door on the South end of the cavern is not locked or trapped. The door on the North end of the cavern is trapped, it takes a DC 14 Wisdom (Perception) Check to spot the trap. Once spotted the trap requires a successful DC 15 Dexterity (Thieve’s Tools) Check to disable. The the check to disable fails or the a creature attempts to open the door, it triggers spikes that fall from the roof, the creature that opened the door must make a successful DC 12 Dexterity Saving Throw or take 1d10 piercing damage. There are Three Goblins that have set up a small camp in this room, they will defend their camp to the end.

12. U Chamber: This chamber is carved in the shape of a U and hooks down around to a dead end. There is a secret passage here that leads into the next room, it requires a successful DC 12 Wisdom (Perception) or Intelligence (Investigation) Check to find. There is a single Goblin Boss in this room who appears to be guarding the East wall.

13. Throne Room: This long room is lined with columns on both sides and has a large carved marble throne at the far end. Sitting in the throne is a Hobgoblin who has Four Goblin guards standing in front of the 4 Eastern most columns in the room. The Hobgoblin will address anyone who enters the room as intruders in his domain, he demands they surrender and if they refuse they will die. There is also a secret passage on the South wall that requires a DC 10 Wisdom (Perception) or Intelligence (Investigation) Check to spot. However, the passage is one way and only opens from the other side.

14. Dwarven Sword Room: This square room is barren except for a pedestal in the center of the room, on top of the pedestal sits a +1 Long Sword and Adamantine Chainmail sitting on a stone carving of a dwarf warrior. There are two secret passages in this room, one is the only way out and the other is the only way in. The secret passage to the South can only be opened from area 15, it requires a DC 10 Wisdom (Perception) or Intelligence (Investigation) Check to spot. The secret passage to the North can only open from this room, it takes a DC 12 Wisdom (Perception) or Intelligence (Investigation) Check to spot.

15. Dwarven Armory: This room very clearly used to be a Dwarven armory, now all the rotten wooden weapon and armor racks lay barren, the equipment removed long ago. In the North East corner of the room is a chest, it is locked and requires a successful DC 14 Dexterity (Thieve’s Tools) Check to open or a successful DC 18 Strength Check to smash open. Inside the chest is 100 PP 200 GP and 500 SP, it also contains 12 gems each worth 50 GP. In this room there are two secret passage ways, the passage to the South can only be opened from the opposite side, it requires a DC 10 Wisdom (Perception) or Intelligence (Investigation) Check to spot. The passage to the North can only open from this room, it takes a DC 12 Wisdom (Perception) or Intelligence (Investigation) Check to spot.

16. Hallway: This hallway has an spear trap hidden in the walls, it requires a successful DC 14 Wisdom (Perception) Check to spot. Once spotted, the trap can be disabled with a successful DC 12 Dexterity (Thieve’s Tools) Check. The trap is triggered by a pressure plate in the floor, once triggered spears shoot out from the walls on both sides, the creature that triggers it must make a DC 13 Dexterity Saving Throw or suffer 2d10 piercing damage. Halfway down the hallway there is a door that leads to the North, it is locked and requires a successful DC 14 Dexterity (Thieve’s Tools) Check to unlock. At the farthest end of this hallway is a secret passageway that requires a successful DC 12 Wisdom (Perception) or Intelligence (Investigation) Check to spot.

17. Hidden Mine Path: This hidden mine tunnel leads directly West and then turns slightly to the North, there is another passage that breaks off from this one about 25 ft. from the secret passage that goes to the North. A little ways past the first break off there is a secret passage hidden behind some boulders to the North, it requires a DC 11 Wisdom (Perception) or Intelligence (Investigation) Check to spot. The tunnel continues on and then opens up into area 20.

18. Poisonous Snakes: This is a large roughly carved out area that stretches 40 ft. to the North. At the back there are Four Poisonous Snakes coiled up and resting, they will only attack if they are disturbed.

19. Rust Monster Gems: The secret passage opens up into a narrow passage that widens as it continues to the North West. At the very back of this room is a broken chest that appears to have had its metal braces removed, in the process spilling it valuable contents on the ground. There are 200 gems worth 25 GP each inside the chest. Also hiding among some of the stalagmites in this room are Three Rust Monsters that will attack and try to eat anything metal.

20. Swarms of Insects: This area opens up into a large low ceiling area, it is just tall enough for someone to stand in, but not comfortably. At the back of the room is a chest, any creature that reaches the center of this room disturbs the Three Swarms of Insects that are living in small holes in the rocks, DC 14 Wisdom (Perception) Check to spot, they emerge and attack the nearest creature. Inside the chest are a Ring of Protection and a Adamantine Breast Plate.

21. Barracks Main Hallway: This 55 ft. long hallway runs North and South, has doors at either end. There are also 2 doors on the East wall and 2 doors on the West wall. There is an intersection in the center with a hallway running East and West, at the end of each hallway is a door. None of the doors on the East and West walls are locked or trapped. In the center of the intersection is a blade trap, it takes a DC 13 Wisdom (Perception) Check to spot the trap. Once spotted the trap can be disabled by making a DC 13 Dexterity (Thieve’s Tools) Check, if any creature enters the intersection it triggers the blade trap, the creature must make a DC 15 Dexterity Saving Throw or take 2d8 slashing damage.

22. Barracks Room: This is a small square room with a couple of bunks and  couple of chests. The chests are not locked and contain only rotted clothing and some old books. There are also Two Goblins in this room resting, they attack anyone that disturbs them.

23. Barracks Room: This is a small square room with a couple of bunks and  couple of chests. The one chest is not locked and contains only rotted clothing and some old books. The other chest is locked and requires a successful DC 14 Dexterity (Thieve’s Tools) Check to open or a successful DC 18 Strength Check to smash open, inside is 500 CP.

24.  Barracks Room: This is a small square room with a couple of bunks and  couple of chests. The chests are not locked and contain only rotted clothing and some old books.

25. Barracks Room: This is a small square room with a couple of bunks and  couple of chests. The chests are not locked and contain only rotted clothing and some old books. There are also Two Goblins in this room resting, they attack anyone that disturbs them.

26. Barracks Room: This is a small square room with a couple of bunks and  couple of chests. The chests are not locked and contain only rotted clothing, 2 daggers, 2 short swords and Studded Leather Armor.

27. Barracks Room: This is a small square room with a couple of bunks and  couple of chests. The chests are not locked and contain only rotted clothing, a short sword and chainmail armor.

28. Deadly Trap: This trap has the ability to kill any character in this adventure outright. Any creature that steps into this small hallway feels the ground begin to give way beneath them. It requires a successful DC 20 Wisdom (Perception) Check to spot the trap. Once spotted it can be disabled with a successful DC 18 Dexterity (Thieve’s Tools) Check. If triggered the floor and the ceiling are compressed together like a compactor, any creature standing in the area when the trap is triggered must make a DC 12 Dexterity Saving Throw, on a failed save the creature takes 4d10 bludgeoning damage.

29. Trick Door: This door on the North wall of this hallway is not a real door and leads nowhere. The door appears unlocked and requires a successful DC 13 Wisdom (Perception) Check to spot the trap. Once spotted it can be disabled with a successful DC 12 Dexterity (Thieve’s Tools) Check. The trap triggers when someone tries to open the door, instead of opening the door slams down in a swatting motion, the creature that tried to open the door must make a DC 13 Dexterity Saving Throw or take 1d10 bludgeoning damage and be knocked prone.

The End

DM Map

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Player Map
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