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Tag Archives: one page dungeon

My Entry for the One Page Dungeon Contest 2012…

… is rather old actually. Last year I got into the mood of creating a dungeon somewhere after the last contest, and created The Mourning Wight of Brakhill.

Well, I noticed that the creation of a One Page Dungeon might be nice, but rather timeconsuming, so I just entered the Wight into the competition. Because really, I could sit down and create something really new, but right now I am working on so many other things it would just not come out right. For me writing OPD is a bit like writing a poem. I might not be the best of poets, but I damn well will try to create something that I can be proud of.


One Page Dungeon Contest 2012

Submissions are now open for the OPDC 2012. At least according to the official Facebook account an the website.

End of Submissions is April 30, 0:00 UTC and… actually, just go and read the page. Obviously some people already submitted, which is way faster than last year, when two weeks before deadline there were about two submissions.

Ok, looking forward to see a lot of excellent adventures again!

[DSA] Session 4 – The Ancient Academy

So, another adventure with these intrepid adventurers in The Dark Eye. This time I was doing “The Ancient Academy” (as I hinted in the previous post). It went… ok, I guess.

I set it in the western region of Aventuria, the adventurers scouted for a job in the city of Havena and found an old book dealer who was willing to pay them money for an old book that might be in an old monastery in the mountains. The name “Testament of the Nameless” was a bit of a tipoff that the tome was not about bunnies and rainbows.

The characters took to that rather well (the offer of money helped as well), bought themselves a donkey and went off. After a short search for the whole thing they found the dungeon, went in, and… came out again.

It turned out they went in a circle, so after 4 rooms they were standing in the monastery again. They would repeat that another 3 times, getting increasingly frustrated about it. The design of the Ancient Academy is rather interesting, with certain logical units that fit together quite well. Unfortunately for my players that meant that their specific style of exploring always led them back to the first room. (“Again?!!”) And then, when it finally didn’t, they ended up going through all the storage rooms on the periphery, neatly getting around most fights. A lot of luck (?) on the wandering monster table also figured in there.

Still, they met a few creatures. And they killed them. If I noticed something during the game it was how merciless they were towards their enemies. Normally they are scared kittens, but yesterday they hunted down one of the goblins and killed him like a dog when he tried to get away.

At least in the end they got their objective by a bit of roleplaying: the cultists in the dungeon were the ones who had the book they were searching for, and they neatly convinced them to be other members of their cult, killed the high priest (who had turned into a ghoul) and got the book to Havena. Of course by that point everybody in the group already was a bit tired, and most of my players had to go to work the next morning, so I was eager to wrap up the adventure.

Notes on the adventure:

1. the characters dealt in forbidden lore and pretended to be members of a very forbidden cult. That might come bite them in the ass in a few adventures. Also they never got into a third of the dungeon. Sequel hooks!

2. Google image search is brillant. Everytime I had the feeling I needed some extra pictures to enhance the mood I could search it within seconds. That also was the good thing about having a notebook with my notes on it. Picture of rotten zombies? Check. Stag beetle? Check. Ruined monastery on a hill? Check.

3. Playing on Sunday night is bad, and I told myself not to do it anymore. Still, I wanted to play this week, and that was the only time when all of us had time. Still: it leads to all of us being tired and unresponsive. I wanted to play the cultists a bit more but I couldn’t. And I at least have the boon of having holidays for two weeks now. My players don’t. They had to go to work the next day.

4. I actually managed to get them onto the silver standard. The basic coinage they are dealing with now are silver talers (dollars…). That’s a bit better for my own sanity as the gold coins in the game are defined to be ridiculously valuable, and for some reason players seem to like to deal with the gold coins.

[Labyrinth Lord] Notes for “The Ancient Academy”

The Ancient Academy is one of the first One Page Dungeons, and it is glorious at that. Seriously, in my opinion there are few of those small adventures as comprehensive and wonderful in their design as this one. At least in terms of old schoolness. It just reeks old school.So this is the first of two posts in which I try to flesh out the whole adventure with stats.

It’s funny, but I noticed that when doing these stats different systems (and in this case this would be The Dark Eye and Dungeons and Dragons 0e) demand different things from the me. The Dark Eye is much more connected to it’s background world in my opinion, and I had to struggle with myself for a while to find a reason for that particular dungeon to be situated where the heroes are. It’s the frogman that doesn’t fit in too well, but I think I found a way around that.

In this case it’s much more simple: generic old wizards’ academy. Yup, works.

Adventure hooks:

I. It’s a dungeon, duh. It’s just outside of town and it never was plundered completely.

II. It’s an old school of wizardry and there still are some obscure books in the library, or at least that is what a wealthy bookdealer in town believes. Rescue those poor codices from rotting through!

2. 6 goblins
Goblin (6) [AL C, MV 60’ (20’), AC 6, HD 1 -1, #AT 1 (weapon), DM 1d6 or weapon, THAC0: 19, SV 0 human, ML 7, XP 5, LL 78, HC III] Total XP: 30. HP: 1, 2, 2, 1, 5, 6.
Treasure: EP: 3

3. statue of bipedal frog man
5. 4 zombies in water
Zombie (4) [AL C, MV 120’ (40’), AC 8, HD 2, #AT 1, DM 1d8 or weapon, THAC0: 18, SV F1, ML 12, XP 29, LL 103, HC None] Total XP: 116. HP: 9, 11, 13, 4.
Treasure: None

6. potion, morphs into bugbear
7. Spellbook, some other occult books

Spell Book/Known Spells:
First: Feather Fall, Shocking Grasp, Scribe, Jarring Hand
Second: Arcane Lock, Detect Invisible, Strength, Magic Mouth, Invisibility
Third: Suggestion

11. small elven sword
12. rats
Rat (20) [AL N, MV 60’ (20’) Swim 30’ (10’), AC 9, HD 1 hp, #AT 1 (bite, per group), DM 1d6 + disease, THAC0: 19, SV 0 human, ML 5, XP 6, LL 92, HC XI] Total XP: 120. HP: 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1.
Treasure: Gems : 2 – Total Value: 110 gp.

14. 2 stirges

Stirge (2) [AL N, MV 30’ (10’) Fly 180’ (60’), AC 7, HD 1, #AT 1, DM 1d3, THAC0: 19, SV F2, ML 9, XP 16, LL 98, HC XI] Total XP: 112. HP: 6, 3.

Treasure: Gems : 5 – Total Value: 445 gp.

15. 5 dwarves
Dwarf (5) [AL L or N, MV 60’ (20’), AC 4, HD 1, #AT 1, DM 1d8 or weapon, THAC0: 19, SV D1, ML 8, XP 10, LL 72, HC XVI] Total XP: 20. HP: 3, 4, 5, 5, 6.

Treasure: No Treasure.

16. 6 skeletons, animated?
Skeleton (6) [AL C, MV 60’ (20’), AC 7, HD 1, #AT 1, DM 1d6 or weapon, THAC0: 19, SV F1, ML 12, XP 13, LL 95, HC None] Total XP: 78. HP: 2, 4, 8, 7, 5, 6.

Treasure: jewellery

17. 5 cultists
Cultists (5) [AL N, MV 120’ (40’), AC 7, HD 1+1, #AT 1, DM 1d6 or weapon, THAC0: 18, SV F1, ML N/A, XP 21, LL 87, HC I] Total XP: 126. HP: 6, 4, 7, 2, 6.

Treasure: CP: 22

18. ghoul, magic warhammer
Ghoul (1) [AL C, MV 90’ (30’), AC 6, HD 2 (turn as 3 HD), #AT 3, DM 1d3/1d3/1d3 + paralysis, THAC0: 18, SV F2, ML 9, XP 47, LL 76, HC XXI] Total XP: 47. HP: 10.
Treasure: No Treasure.

22. 8 bandits

23. bottles of potent wine
24. killer bees
Bee, Giant Killer (15) [AL N, MV 150’ (50’), AC 7, HD 1d4 hp, #AT 1 (sting), DM 1d3 + poison, THAC0: 19, SV F1, ML 9, XP 7, LL 65, HC None] Total XP: 105. HP: 4, 1, 3, 1, 3, 2, 3, 4, 4, 1, 3, 1, 1, 2, 1.
Treasure: None

20. 3 giant centipedes
Centipede, Giant (4) [AL N, MV 60’ (20’), AC 9, HD 1d4 hp, #AT 1 (bite), DM poison, THAC0: 19, SV 0 Human, ML 7, XP 6, LL 68, HC None] Total XP: 18. HP: 2, 2, 4.
Treasure: None

34. giant spider
Spider, Giant Black Widow (3) [AL N, MV 60’ (20’) Web 120’ (40’), AC 6, HD 3, #AT 1 (bite), DM 2d6 + poison, THAC0: 17, SV F2, ML 8, XP 80, LL 97, HC VI] Total XP: 80. HP: 15.
Treasure: No treasure.

36. 6 goblins
Goblin (6) [AL C, MV 60’ (20’), AC 6, HD 1 -1, #AT 1 (weapon), DM 1d6 or weapon, THAC0: 19, SV 0 human, ML 7, XP 5, LL 78, HC III] Total XP: 30. HP: 1, 2, 7, 6, 1, 2.

Treasure: EP: 2

39. 2 neanderthals
Neanderthal (2) [AL L, MV 120’ (40’), AC 8, HD 2, #AT 1, DM 2d4 or weapon, THAC0: 18, SV F2, ML 7, XP 20, LL 89, HC XX] Total XP: 40. HP: 9, 9.
Treasure: SP: 2000, Jewelry: 6 items – Total Value: 3340 gp.
Held hostage, two leading members of a rich Neanderthal tribe

[One Page Dungeon] The Mourning Wight of Brakhill

Adventurers Needed!

Desmond, Baron of Byrkwood, has a proposal for the characters: he spent a large sum for a custom-made set of dwarven weapon and armor for his eldest son, it was supposed to be crafted by the famous artisan Brakr, Master of Brakhill. After the dwarf took the money he did not come back to the Baron in over two years. Not knowing what happened to Brakr (and more importantly: what happened to his new armor?!), he now wants to send out a daring group of adventurers to see what happened. And get his money back.

Why do we always wait for the One Page Dungeon Contest to come around to show off our dungeon creating skills? That’s a bit like a singer who will perform in public only once a year.

Anyway, this is a small dungeon adventure I thought about a few days ago. Back then it was supposed to be an orcish lair. Turns out the topic changed two or three times in between.

SC1_Mourning_Wight_Of_Brakhill (download)

Update: Updated the file for the OPDC2012. Basically I added the Creative Commons license.

[One Page Dungeon] Ancient Ark of the Atlanteans

And here it is, my entry for the One Page Dungeon Contest 2011. I would lie if I was saying it was planned from long hand, I just realized the contest was on a few days ago, and in between I did not even know if I was going to participate. Then I got into thinking about it a bit better.

I wanted to have something different this year. Last year it was a rather simple and too railroady fantasy cave system, this year I wanted to do something more science fiction.

I created this with Traveller in the back of my mind, but a few things were influenced by Labyrinth Lord and Mutant Future (see all those radioactive signs?). I even dropped a few cavemen in the middle of it, figuring that it even made a bit of sense considering the backstory.

The problem with the design of dungeons for a science fiction setting is that science fiction is not very dungeon-centric. At least not as much as D&D. Traveller, as the first really successful science fiction rpg, did a few dungeon crawls in the beginning (Annic Nova comes to mind), just to drop it after a while and go for planetary or space adventures.

This one is supposed to be a take on the genre and it’s own version of dungeons as they appear in a few novels: megaconstructions. Think Ringworld, Rama, and all the others. The scales on this one are completely changed as a result of course: where normal dungeons cover a small area of space this one is a whole, hollowed out moon. But then the possibilities of the characters, if they are not actually native to the Ark, are different than those of their fantasy counterparts.

This doesn’t mean they HAVE to have fliers and gravs and zeppelins and spaceships inside the Ark, but they could have. And anyway, I think this one is played best with a wide mixture of techlevels. Personally I would give the white apes at least some gunpowder and the technomads some ballons or zeppelins. One fascinating thing also would be if there still was at least one (mostly) working train line from the highlands up to Serpent City. Then we really could railroad at least part of the plot. 🙂

Download Ancient Ark Of The Atlanteans as .pdf (ca. 1mb)