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1PD 2011 Winners

One Page Dungeon Contest 2011 winners announced. D&d 4e, pathfinder, labyrinth Lord and burning wheel are the systems of choice. Adrian recently moved back to the u.s. And now plays in two games, one set in Eberron and the other in athas.

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100% found this document useful (1 vote)
134 views26 pages

1PD 2011 Winners

One Page Dungeon Contest 2011 winners announced. D&d 4e, pathfinder, labyrinth Lord and burning wheel are the systems of choice. Adrian recently moved back to the u.s. And now plays in two games, one set in Eberron and the other in athas.

Uploaded by

Felan
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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2011 Winners

Table of Contents
Introduction.......................................................................................................................................... 3
The Judges............................................................................................................................................ 4
My Thoughts.........................................................................................................................................5
Too Wordy............................................................................................................................................ 7
Where to Wander?.............................................................................................................................. 10
Our Sponsors...................................................................................................................................... 11
The Winning Entries........................................................................................................................... 13
2
Alex Schroeder
Another year has passed and the time has come for the One Page Dungeon Contest. And what a
year it has been. My campaigns are full of contest entries from previous years. Towers for sages,
abandoned homes for wizards, tombs that have been disturbed, troll lairs, rumors of
necromancer kings all of these things and more got added to my campaign because it was so
incredibly easy for me to do.
I hope you nd adding contest entries to your campaigns just as easy!
Thank you all for contributing!
Alex Schroeder
3
Adrian recently moved back to the United States, joined a new group, and now plays in two
games, one set in Eberron and the other in Athas. His system of choice is D&D 4E. You can nd
his blog on food, academia and hiking here: http://occamskatana.blogspot.com/
Alex lives in Switzerland and currently plays eleven sessions per month distributed over six
campaigns using D&D 3.5, Pathnder RPG, Burning Wheel and Labyrinth Lord. You can nd his
blog here: http://emacswiki.org/alex/RPG
Jerey has been a Dungeon Master and player in the old school tradition since around 1979. You
can nd his new blog that concerns the old school here:
http://hobbitualoenders.blogspot.com/
Ken lives in Australia and runs a game of D&D 4E every Wednesday night and looks forward to
it every week. You can follow him on Twitter here: http://twitter.com/lawnikky
Shane is dedicated to the exploration of Sword & Sorcery gaming and how it can be combined
with the Cthulhu Mythos, to form a genre he has dubbed Sword & Sanity. He blogs about it
here: http://swordandsanity.blogspot.com/
4
Adrian Shieh
When Alex put out the call for judges for this year's One Page Dungeon contest, I decided to
throw my hat into the ring. For the last eight years or so, since I started to more regularly DM,
I've had an interest in adventure design, and the one page dungeon format was very intriguing
to me from a game mastering perspective. I thought I had the critical skills to eectively
evaluate the entries, but I also hoped to learn something about DMing in the process. And since
Alex generously welcomed me into his gaming circle while I was living in Switzerland, I
denitely owe the guy a few :)
My approach (which I learned was quite dierent than some of my fellow judges) was to read
each entry and ask a simple question: would I be able to run a great session using this one page
dungeon? I had briey considered using some sort of rubric, dening important categories and
giving each entry a score. This, in my mind, would be a very reasonable and eective way to
judge the entries (and in fact was what some of the other judges did), but in the end I opted for a
more holistic approach. The reason, though I did not articulate it as such at the time, was
because of the varied experiences I have enjoyed as a player. I have been fortunate to have a
number of DMs who have run great games, and each had dierent strengths and dierent
styles. I realized that trying to categorize and quantify the essential elements of a good one page
dungeon would, for me personally, be a fool's errand. Why? Because a session (and the dungeon
used as its basis) could succeed in so many dierent ways, in my experience. If the entry was
something I thought would make a great session, I would recognize it instantly; if I thought the
entry had glaring aws, they would jump out at me. So what I decided to do was to read through
the entries once, taking notes on my initial impressions; then, after some time had passed, I
returned to my notes, and did some follow-up. In some cases, my initial impressions were
reinforced; in other cases, I discovered nuances in a particular one page dungeon that pushed it
up or down the rankings; but in no case did my rst impression fail me. I found this rearming,
because (I thought) it showed me that my holistic approach was working for me.
This approach resulted in a diverse selection of nominees. Several of my favorites had a very
strong hook that grabbed my attention and drew me in in this way, I knew immediately that,
as a DM, I could run a great session with this one page in my hands. That hook could be
fantastic map art that helped me visualize the setting (after all, a picture is worth a thousand
words, right?), such as the Hallways of Thime, or an evocative theme that spoke to me, like The
Belly of the Beast (I am a bioengineer by training, so I was a sucker for the anatomy and
physiology theme). In some cases, this very strong hook could, in my mind, outweigh other
deciencies the entry might have, though in most cases major aws remained deal breakers. At
the other end of the spectrum were entries that I thought lacked that one knockout hook or
feature, but were so solidly built in nearly all respects that the session would practically run
itself, because the designer had packed so much gaming value into such a succinct description.
The Bastion of the Boglings seemed unremarkable to me except that it had a beautiful non-
linear map ripe for exploration, a succinct adventure seed, an old-school blue dungeon map, an
interesting monster ecology/culture, and this beautiful line in the description of room #26:
"...includes a book...that contains everything a player would need to reconstitute the faith [of a
5
forgotten god]". That line alone would be enough to spawn an entire campaign arc!So while it
was not ashy, it had a tremendous amount of substance.
Now that I am reecting on the judging process, I can begin to see three very simple themes
emerging in what I liked good presentation, interesting details, and innovative ideas. One of
these alone was not enough to earn a nomination from me, but strength in two was certainly
sucient. Ultimately, though, if the one page dungeon got me excited and immediately had me
thinking of adventure seeds, or how I would run it, or how I would t it into a current or
ongoing campaign, then it clearly was a success. I was immensely impressed with the entries
tting so much RPG value onto one page is something I have never been able to do. And the
entire experience reinforced in me how many dierent ways there are to run a fun, engrossing,
and successful gaming session.
6
Georey McKinney
Most modules are too wordy.
In my experience, modules tend to be more trouble than they are worth. One of the reasons for
modules is to save the referee's time, but if the referee has to spend hours studying a module,
what's the point? He could have spent those hours designing his own dungeons for free.
The so-wordy-that-it-needs-to-be-studied module has been the norm since TSR started
publishing in 1978 what has come to be the standard module format of prolix descriptions and
ever-increasing page counts. Fortunately, though, a dierent path of historical development
goes all the way back to the beginnings of the hobby:
1970-1971: Dave Arneson designed the very rst dungeon. The ten levels of the Blackmoor
Dungeons (published in Judges Guilds The First Fantasy Campaign) consist of fewer than 5
pages of text, and the maps are printed on 6 pages. Thus, this 10-level dungeon was presented
on a little fewer than 11 pages. A typical room description reads as follows: 1 Ochre Jelly: AC 8,
5/22 HTK. Its the original One Page Dungeon!
1972: Gary Gygax created the dungeons underneath Castle Greyhawk. Here is a photograph of
the rst level of the dungeon:
7
Here is a close-up of the map and its key:
One page is the map of the dungeon level, the facing page consists of a mere 18 lines of written
text. Its the original Two Page Dungeon!
1974: The original Dungeons & Dragons rules include a sample dungeon level that ts on a
single sheet of 8 by 11 paper.
1976: The very rst module ever published, Palace of the Vampire Queen, consists of ve
dungeon levels, each one mapped on a single page and accompanied by 2 pages of very brief text
(with a lot of white space).
1977: Judges Guild published Bob Bledsaws Tegel Manor, which consists of a beautiful dungeon
map with hundreds of rooms, each with a terse description such as Screaming woman runs
across room every fourth turn. Cobwebs cover a silver cross on east wall.
2008: The One Page Dungeon format leap-frogs over 30 years of reams of purple prose to return
to the original tradition started by Dave Arneson and Gary Gygax in 1970-72. A referee can
spend 5 minutes glancing over a One Page Dungeon, and he will be ready to go.
8
John M. Stater
I write hex crawls. Hex crawls need dungeons. Therein lies the problem.
I have a complicated relationship with the One Page Dungeon. On the one hand, I love the form
and simplicity, and personally would just as soon never run another dungeon that wasnt in the
One Page format (or something very close to it). After all, it gives you the most (assuming you
have an imagination, and I do) for the least. This years compilation would probably last most
gaming groups several years, assuming they meet about once or twice a month.
When it comes to writing a One Page Dungeon, however, Im just no good. I did submit a one
pager to the rst contest, and found the process of writing it frustrating. Im just too verbose
when running a One Page Dungeon, I have no problem inserting the description myself, but
when writing a One Page Dungeon, I have a real problem with leaving out the descriptive bits.
Now, from the preceding paragraph, one might take it that Im saying the winning One Page
Dungeons lack description. Far from it and that makes it all the more frustrating for a wordy
guy like me. Reading through the entries, Im in awe of the folks producing these things. The
best of them are like Hemingway novels for gamers few words invoking so much wonder!
So, Im a failure at One Page Dungeons, but I love the things. I really want to learn how to write
them well, because I think theyre the perfect complement to the hex crawls I spend most of my
time writing. Dungeons are, of course, an important part of any adventuring landscape, and
every good hex crawl should have at least three or four of them, with one being fairly large and
capable of sustaining a lengthy campaign. Now, most of my hex crawls run anywhere from 40 to
60 pages as it is (dont even get me started on the One Page Hex Crawl if I couldnt load my
crawls up with saron, porphyry and hepatizon, I dont know what Id do), so stung three or
four decent sized dungeons running between 15 to 30 pages each is just not economical, and
even for the someone as productive as me would be quite a feat. Three or four one-page
dungeons, on the other hand, would work beautifully as inserts, even if they had multiple levels.
In short, this is why I think the art and science of One Page Dungeons is an important one to
nurture and encourage. In a world of busy people and precious resources, getting the most for
the least makes sense. In addition, the design of a One Page Dungeon forces one to think about
everything they put in the dungeon, eliminating the cha and concentrating on the
fundamentals of clever design.
Ill keep working on condensing my prose and shooting for the day I can join the elite One Page
Dungeon Writers. In the meantime, Ill just enjoy this excellent new venue for old school
dungeon design.
9
10
11
Author Name Dungeon Name Category
Dyson Logos lnto the Worm's Gullet Best Old-School Dungeon
Greg Gillespie Best Monster Lair
Best Map Art
Jason Morningstar Raid on Chinatown Best Gangster
The Heart of the Minotaur Best Twist to an Adventure
Kelvin Green Best Horror
Leslie Furlong Hanging in Wolverine City Best lnvestigation
Lester Ward Escape From the Lost Laboratories Best Use of Teleportation
Mike Monaco The Belly of the Beast Best Bio-Crawl
Paul Cunningham Crime and Punishment Best Science Fiction
Rob Vermin Hollow Best Evil Cult
Stuart Robertson Citadel of Evil Best Design
Another Knight Like This Best Solo
Best Pirate
Aaron Frost & Mundi King Meckwick's Revenge Best Dungeon as Thunderdome
The Bastion of the Boglings
Herwin Wielink Hallways of Thime
Joe Sarnowski
Horror Comes to Haddonfield
Thom Wilson
Tim Hartin Black Tom Muddye's Treasure Map
http://creativecommons.org/licenses/by-sa/3.0/ font Nate Piekos Visit for more!
Meckwick was once a prominent wizard
whose inuence extended throughout the
known world. In more recent times, politi-
cal maneuvering by long standing rivals
has ruined Meckwick, and forced him to
withdraw from society. Living in isolation,
Meckwick has purchased a vacant dungeon
and begun plotting his revenge.
Meckwick has spread rumors detailing
the location of the fabled
and the , which are sure to
catch the attention of his foes. Meckwick is
looking for seasoned adventurers to stock
his dungeon with guards and traps and
prevent his rivals from making it out alive.
e party will be given 800 gold coins (GC)
in credit with , which is
located in a nearby town. ree standard
traps (trip wires/ pit traps/ crossbow/ etc.)
are available for 50 GC each in addition to
Balrigs featured deals.
Here is a chance for your players to take on a
small role of game mastering and for you to
have a little revenge of your own.
Slobolins eating termite
bottles! Dark Cultists attempting to sacrice
Garumble! Invaders mocking the dungeon!
e Mace and Herring (minor or
temporary items), as well as any credit remain-
ing with Balrig. Meckwick will likely consider
the party a loose end and begin plotting...

Garumble kill! Garumble grind
bones! Garumble sleepy...zzzzzzzz...zzzzzzzz
is erce looking ogre is sure to frighten any
would be treasure hunters. Unfortunately he
has diculty staying awake. Garumble is asleep
when encountered on a roll of 1 or 2 on 1d6 .
Youre in luck.
ese freaks apparently need gold to usher in
the seventh putrid age of decay.
is powerful group of evil priests
instill dread to all who encounter them.
However, all humanoid sentient deni-
zens will suer a penalty to rolls if
the Dark Cultists are hired.
A fool and his money, and
his arms, and his legs, are soon to part.
e coin golem must be contained in at least
two coers and kept in separate rooms. Once
all parts of the golem are collected, it will
recombine along with any other treasure
carried by the group and attack.
ey cant breed, and they
die once they ll their tiny bellies. So really, what
could go wrong?
Successfully disarming this trap
releases several small glass vials lled
with enchanted termites. ey can
devour support beams in 1d2 turns,
causing a collapse.
e invading party should be scaled higher
than the players so that careful dungeon
design is critical to success. is table details
the behavior of the DM controlled party.
Roll (1d6) to determine which entrance the
party will use.
1-2 : West 3-4 : North 5-6 : East
Roll 1d6 to determine which direction the
party will travel.
1-3 : Clockwise 4-6 : CCW
e party will continue until they reach the
doors by either room 6 or 8. ey will head
into the inner circle there. en roll (1d6)
again to determine if they will go Clockwise
or not (using the same table above).
e invading party will then head to the
central chamber through the door in room
9 or 11. is table can also be used to de-
termine Slobolin movement if the Invade
another room result is rolled.
He doesnt look like much, but he can
block a door like nobodys business.
is stone golem has lost its arms in a battle
long ago, but can still put up a ght by charging
in and using its head as a battering ram

is bunch already
killed their own mothers for a few coin.
An eective team of warriors
that is only interested in getting paid. e
mercenaries will claim any loot from invaders
as their rightful property.
Dont touch that thing
with your bare hands! I said dont touch it!
is barely intelligent horror is a dangerous foe
and would deter any intruders. It has little sense
of what constitutes an intruder and the ooze is
very prone to wandering.
ese lthy buggers
are as nasty as they are cheap and I wont
take em back for love or gold.
ese vile creatures are volatile and
unpredictable. Each round roll
1d10 . A result of 1: the slobolins
invade another room. A result of 2:
the slobolins attack one another.
Into the Worms Gullet
a mid-level adventure location by Dyson Logos of A Character For Every Game
released by Dyson Logos under the Creative Common Attribution-Share Alike 3.0 - http://creativecommons.org/licenses/by-sa/3.0/
In ages long past, a great worm erupted from the mountain face in a dire frenzy, only
to be struck to stone almost immediately by its poor choice of meals - a young cocka-
trice. The local dwarves celebrated the demise of both the cockatrice and the worm
and expanded the intestines of the worm into a homestead for the small dwarven
clan in question.
But even that was ages ago and the worm fortress has been forgotten
far from any useful veins of ore or trade caravans. Now adventurers
are drawn here in search of the Heart of Dur, a magical ruby that is
said to have been swallowed by a great wyrm. Only recently has a sage
determined that this may actually be a reference to it being protected
ZLWKLQWKHJXOOHWRIWKHSHWULHGZRUP
Wandering Monsters (1 in 6, check every 2 turns, d4 for type)
1. 1d3 Living Statues, Rock (can occur twice, ignore if rolled again)
2. 1d12 Rock Baboons
3. 1 Gray Ooze escaped from room 5 (can only occur once, ignore if rolled again)
4. 1d8 Dwarven Acolyte Shadows (can occur twice, ignore if rolled again)
1. The Mountain Face - a score of rock baboons have set up their nest around the
worms mouth on the cliff face and the ground leading up to the mouth, although
WKHUHDUHPDQ\PRUHOLYLQJLQWKHDUHD7KH\JKWWRSURWHFWWKHLUWHUULWRU\DQG
grudgingly allow the apes in area 2 access in and out. They will continue to pes-
ter adventurers throughout their explorations, with scouting groups entering the
worms gullet after them (via the wandering monsters).
2. The Maw - 5 white apes live here and venture forth at night for food.
3. The Twist - a smooth wall with a door has been carved here where the worms
body twists downward into the mountain face. Mosaics on this landing are colour-
ful and garish and magically confuse viewers, making those who fail their save to
travel back towards the entrance instead of deeper into the worm.
4. Statuary - 2 rock living statues stand guard over the mangled and burned bodies
of a pair of white apes. They will not attack the umber dwarf not his acolytes. The
1
2
3
room to the south has a secret trap door to the tail of the worm. This door is not locked currently, but can be locked simply by
opening and closing it again. Paintings on the walls indicate that this was once a bedroom for young dwarves.
5. Fungus - this moist room has been completely given over to fungal growth. 4 shriekers and a gray ooze are here along with
the other harmless mushrooms and slime molds. Buried in the slime is a small coffer containing 4,000 ep protected by a poison
needle trap.
6. Chamber of the Acolytes - once a small dwarven forge complete with hammer and anvil, now home to 4 dwarven acolyte
shadows of the umber dwarf. If the anvil is struck by a hammer, it rings out a pure note and grants the hammer an additional
+1 bonus to hit and damage beyond any bonuses the hammer may currently have. This effect lasts for 1 hour.
7. The Umber Hall - The Umber Dwarf (an insane dwarf now made mostly of stone) resides here along with four captive white
apes. Treat the umber dwarf as a rock living statue with a faster movement rate and more intelligence. If he can, he`ll try to
escape deeper into the bowels of the worm and then use the secret door into area 4 (locking it behind him) in order to escape.
Regardless, he won`t help the adventurers to recover the heart in area X. The stone door to the stairs to areas 9 - 11 is locked
and jammed. Treat the unlocking mechanism as a secret door for detection purposes.
8. Retreat - once a chapel to a dwarven god, this room is used by the umber dwarf in prayer and contemplation. Among the imple-
ments of worship is a scroll of bless, UHVLVWUH, cure disease and cure serious wounds$Q\RQHGHOLQJWKLVVSDFHDQGDQ\HOYHVRU
orcs entering it) must make a saving throw or be cursed - reducing their prime requisite by half until the curse is removed.
9. Alcoves - each of the four alcoves in this hall (three of which contain doors) contains a glowing orange mist. Living things enter-
ing this mist must make a saving throw. A successful save increases Constitution by 2 for an hour, while a failed save reduces
it by 2 for the same duration.
10. Statuary Redux - 3 rock living statues (in the form of dwarves) are arranged in a triangle in this room, around a large glow-
ing ruby. The massive 1,000 gp ruby is incredibly hot via some unknown magic, dealing 1d6+1 damage per round to anyone
touching it, although that is its only power.
11. The Heart of the Worm - a single pedestal in the middle of the room holds the Heart of Dur. The pedestal is actually an earth
elementalERXQGWRSURWHFWWKHUXE\ZKRZLOOJKWWRWKHGHDWKWRNHHSLWKHUHLQWKHGHHSHVWSDUWRIWKHZRUPCVJXOOHW
4
5
6
7
8
9
10
11

!"#$%&'()*+$*,$("#$%*-.)+-'/$*01$!"#$2*0-*((#+$3&+4(5&06$*,$3*.)'$

Hook: Children have been kidnapped from a local village! The tracks of
bipedal frog-like beings lead to a ring of ruined standing stones. There a
crumbling staircase descends into the dark...
Wherein: The party confronts a small tribe of frog-like boglings and finds
all the children eaten but one. They may also learn that this complex once
served as a religious site to the now-defunct faith of Solis, God of Light.

All pit traps are covered and do 1d6. 1 square = 10 feet.

Wandering Monsters:
(Random monsters are in addition to keyed monsters)
1 = d6 Skeletons
2 = d6 Boglings
3 = d6 Stirges
4 = d6 Giant Centipedes
5 = d6 Giant Rats
6 = Green Slime

Room Restock:
(Check between Expeditions)
1 = Monster
2 = Monster and Treasure
3-6 = Empty (1 in 6 hidden treasure)

By Greg Gillespie. Designated open creative content:
http://creativecommons.org/licenses/by-sa/3.0/

http://discourseanddragons.blogspot.com/
Meatshields: The Classic Fantasy Hireling and Henchman Generator
1. Stirges (6) drop and attack. The boglings consider the bug-like stirges a delicacy and catch them with their tongues. Boglings can pass unhindered.
2. Formerly a guardroom, this room is littered with rubbish.
3. A rubbish pile in the middle of the room contains Giant Rats (5).
4.
Boglings (6) consuming cooked children and rolling bones. One boy Kelgax, is bound and gagged in the corner of the room. A strong lad of 17, he
will serve as a hireling if freed. *Note: The boglings know the pit locations and can leap over the 10 foot concealed pits without difficulty. They carry
silver jewelry for a total of 2-20 sp each. All boglings attack at +1 when they leap into (or during) combat.
5. The boglings started sculpting a statue of the snake-like Water Weird (#12) here to place on the dias in Room 6 when complete.
6. A former statue of Solis, God of Light, now rests in a pile of rubble. The dias has obviously been cleaned and prepared for some purpose.
7. With the exception of a small spit and fire-pit - and the remains of small humanoid children - this room is empty.
8. On a large dias, a chipped and defaced statue of Solis stands with staff in left hand and gauntleted right hand upraised to the sky.
9.
This room has a trap set by the boglings. The back (south) floor of this room is littered coins (5pp, 15gp, 48sp). However, a trip-rope at the door
triggers a deadfall of rock debris in a net from above. The first PC to enter has a small chance to see the rope, unless obviously looking for traps.
10.
The wooden door to this room has a hole in it. Stirges (5) created a nest in the secret room. They enter and exit through a crack in the secret door
at the ceiling. If the party searches the room or opens the secret door the stirges attack. Their nest contains small shiny baubles as well as two scroll
cases: 1 clerical with 2 cure light wounds spells, and 1 arcane with magic missile, shield, and feather fall.
11. This room has the rotten remains of a bed, fire-pit, and small humanoid bones broken with the marrow sucked out.
12.
This room has 4 large pillars and a pool of stinking fetid water. Skulls of children and boglings, and many coins and coin bags (offerings), litter the
floor (total of 60pp, 85gp, 105sp, and a Dagger +1). Here the party finds the adopted god of the boglings. Their god is a monstrous Water Weird.
Bogling Zombies (3) rise slowly out of the water 2 rds into combat and attack. In the pool is a suit of studded leather +1, a potion of heroism.
13. Murals, heavily worn and defaced, depict Solis calling on holy power to turn undead. * Close inspection reveals gauntleted right hand emitting light.
14.
A tripwire attached to a rusted heavy crossbow rests across the entrance from the NW. There is a chance that the rusted crossbow will not fire.
Under a loose stone, only found on a successful search, is a small Scarab of Protection in a brown leather pouch.
15. This room is empty, although if carefully searched will reveal tracks in the direction of Room 16
16. A moldy, rotted, blood-stained curtain barely hangs from the ceiling. Old tracks lead to Room 19.
17.
An old, defaced mural depicting the faith of Solis adorns the walls. The secret door is represented in the mural as Deaths Door, and Solis beckons
his followers, lined in procession, towards the glorious doorway to the Afterlife.
18.
The trap in this room is a triple scything blade (from the west and east simultaneously, followed immediately by third from the south). This is
activated by a pressure plate immediately in front of the altar. The object is the Harness of Solis, a clerical magic item given to his followers. The
harness is a gauntlet that increases a clerics turn undead ability (subject to DM). In addition, any undead turned by the wearer will also take 1d6
DMG from the holy power of the harness. The latter power is only available if the wearer is a cleric of Solis.
19. Formerly a guardroom, this room is now used as a latrine (If the DM doesnt want a 2
nd
level simply remove the stairs).
20. Old moldy books lay strewn across the floor. Searching reveals the Codex of Solis, a book that outlines a new 1
st
level cleric spell.
21.
There are Boglings (7) here resting and cleaning their weapons and non-combatant females (3) here. 2-20sp each in jewelry. Females have 3-
30gp in gold jewelry. Blub-Gup, the Chief, is among the warriors. He is stronger and better skilled. He possesses a spear and a shield +1.
22. Skeletons (6) rise from the floor and attack!
23. This room is empty with the exception of a fire-pit. The bones of human children litter the floor. A small wooden toy can be found.
24. Boglings (8) are searching this room. The boglings are engrossed, check surprise.
25. The boglings believe this room to be a dead end and so there are very few tracks in this room and none on the southern end of the room.
26.
This crypt has remained undisturbed since the time of the Solis clerics. Each alcove contains the remains of an acolyte. All have decayed (formerly
white) robes, beads, circlets 50gpx5, bracers 50ppx5, rusted armour, shields, and quarterstaffs. Alcove D contains the remains of a High Priest and
includes a book The Holy Word of Solis that contains everything a player would need to reconstitute the faith (value: 2500gp); Staff of Light +1 (Light
as per spell 1 time per day). Underneath these remains are Giant Centipedes (5)
27.
Tracks lead to the center of the dias in this dusty room and then exit the way they came in. The dias is identical to the one found in room 8. The first
player to stand on the dias in the pose of the statue in Room 8 will receive the grace of Solis. A cleric will have his/her wisdom increased by one. Any
other character will have one randomly determined ability score increased by one. This happens only once.

!"#$%&'%()#'"*&+'%%
2011 Jason Morningstar. Creative Commons Attribution-Sharealike 3.0 license http://creativecommons.org/licenses/by-sa/3.0/
,-./0112.
Someone the players care about has been ab-
ducted by the nefarious highbinders of the
Hip Sing tong and taken to the steaming, rat-
infested heart of New York Citys Chinatown.
Time to rescue them - before it is too late! The
map shows t he block bet ween Mot t &
Bowery west to east and Bayard & Pel l
north to south, in New York City. e let-
ter or number in each building is located at
its primary entrance, but each structure has
an alley exit and a connection to one adjacent
structure. e walls are also imsy! e vic-
tim could be anywhere, and will likely be in
the last place they look. Keep the pressure on!
34(05-4/6
1. Law oces of Waugh Gee. Waugh Gee is
a Harvard-educated Chinese attorney. He is
smooth talking and charming, with an innate
ability to play the role his audience expects,
from bumbling foreigner to accomplished
defense lawyer. He is in the pocket of the Hip
Sing and frequently counterbalances corrupt
jurists in the pay of rival tongs.
2. The Alley of Death. This narrow alley
reaches deep into the blocks interior. It is
the informal headquarters of the Wah Ching
gang, the Hip Sings elite cadre of hatchet-
wielding enforcers.
3. Celestial Market. A labyrinth of market
stalls that cater strictly to Chinese locals,
crowded at all hours. Obscure, curious and
illicit goods from China, as well as Chinese
vegetables can be obtained here.
4. Hum Mon Taus Chemistry Shop. Dr. Tau
is widely known in the American Chinese
community as a criminal deviant. Although
aligned with the Hip Sings, hes happy to sup-
ply lethal concoctions (principally nitroglyc-
erin-based explosives, but also poisons and
other chemical exotica) to the highest bidder.
5. e residence Low Hee. Dragon Head of the
Hip Sing tong, Low Hee lives in heavily guard-
ed, ornate luxury. He is a fat man with low
tastes who enjoys a sumptuous back garden.
6. e Tong hall of the Hip Sing Mercantile
Association. e hall is a meeting place, a
business oce, a trading oor, and a gambling
den all rolled into one. It is the epicenter of
Hip Sing territory and uninvited visitors are
violently discouraged.
Map key: Numbers are adventure locations. Fists are roving gangs of highbinders. T: Tenement. W: Warehouse. S: Store.
52/272/5%2/(48/52!6
1. Wong Get, Hip Sing Lieutenant
2. A child who thinks you are playing a game
3. A child who intends to steal from you
4. A screaming mother-in-law with a hatchet
5. An accidental kitchen re
6. Loose chickens
7. A very pregnant girl who needs help
8. A brick wall about to fall down
9. An illegal hospital full of syphilitics
10. Informal Red Door gang brothel
7. A respectable cigar store. e front for an
opium den. Access to the miserable pit of sopo-
ric lethargy is through the alley. Slaves to the
pipe come from all social classes, and anyone
might be lounging here.
8. Alley of Chaos. e haunt of Mock Duck,
known as the Clay Pigeon of Chinatown be-
cause of his uncanny ability to survive assassi-
nation attempts. Mock Duck wears chain mail
shirts and walks everywhere with a bodyguard.
He also carries two .45 revolvers and a hatchet,
and he is well known for his favorite ghting
method, squatting in the middle of the street,
shutting his eyes, and ring both of his guns in
a full circle around him.
9. e Canton Club. A nightclub and brothel
run by Chong Sing, who is the leader of the in-
famous Red Door gang. Catering to well-heeled
New Yorkers, the Canton Club is an elegant and
deceptive gateway to gambling, prostitution,
and drugs.
10. Alley of Despair. e women (principally
opium-addicted Italian and Jewish immigrants)
who are slaves to Chong Sing and his minions
in the Red Door gang congregate here when
they are not working, which is rarely.
90!2:4862%2/(48/52!6
1. Carboys of acid, stacked in pyramids
2. A maze of crates containing porcelain
3. An open safe containing gold relics
4. A loud drunk and a nail-studded board
5. Wah Ching gang security guards
6. A crumbling, abandoned pump house
7. Darkness, rotten boards, a cesspool
8. Opium piled to the ceiling
9. Highbinder dormitory and thug central
10. An illegal slaughterhouse
%654!2%2/(48/52!6
1. An Irish bill collector and his helpers
2. A gambling room choked with old men
3. A false wall with a surprise behind it
4. A shopkeep with a shotgun
5. A Sixth Ward cop visiting for his payo
6. Slumming socialites
7. Flash powder and throwing knives
8. Two goats and a wagon-load of rotting sh
9. Rev. Charles Parkhurst, reformer
10. Red Door gang pimp and bodyguard
Source: Bromleys Atlas of the City of New York, Borough of Manhattan, 1913.
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His voice echoes in vour ears. 'Please...` he gasps, struggling futilelv against the grip of death, 'save her...`
It is obvious what happened. A man and woman traveling alone were attacked. The man put up a fight which ended with a stab to the back. The woman had been
dragged awav. How long ago did this happen? Not long, the man was still clinging to life when vou found him. The trail left behind looks prettv easv to follow...
1. The Big Giant Head: Four sentries eat while sitting opposite a large, carved Minotaur head.
Three are armed and one is a runner. At the Iirst sign oI trouble the runner will try to run to Area
#4 to warn the others, the players will encounter resistance in Area #2 iI he gets away.
2. The Pool: Scattered at the bottom oI the pool in the center oI this room are large, shimmering
gems. A creature lives in the pool that will ambush anyone who tries to retrieve the gems.
3. Whispering: Mushrooms grow in every nook and cranny oI this room. The mushrooms have
limited psychic abilities. Anyone who tries to communicate with the mushrooms gets the
whispered response 'What is in the your heart?
4. Home Sweet Home: A Iew harried Iemales tend to a group oI youngsters. Several males sit
near the Iire telling stories. Various personal items are scattered about. Straw beds are covered
with simple blankets. There are six barrels at base oI the ladder.
5. Storage: This area holds the community's IoodstuIIs and some valuable possessions.
6. Hail to the Chief: Behind the curtain lives the chieI. He is home and armed and very angry.
The chest in this chamber contains precious gems and silver.
7. Trapped: The exit to this room is sealed with a portcullis. This room has (# players 2) holes
in the Iar wall. Each hole has the outline oI a hand inscribed around it. As each player reaches
into a hole roll 1d20 to give the impression that the Iollowing events are random. The Iirst
player will Iind 10 gold pieces. As each successive player reaches into a hole their hand is
trapped and then: the entrance seals, a mechanism grinds to liIe, the ceiling begins to lower, etc,
until it is the last player's turn. The last player should have to chose between two holes. The Iirst
one opens a secret door near the entrance. If the player goes through the secret door the
ceiling comes down behind, killing the others, and sealing the player in to die a slow death. II
the player does not go through the secret door but decides to stay and reach into the second
hole, then the others are released and the exit opens with just seconds to spare!
8. Temple of the Minotaur: From the ledge (which could be easily climbed down) the players
can make out a group standing near a large opening in the Iloor. In a niche stands a massive
statue oI a Minotaur. A large male shaman holds a bound, trembling Iigure, a woman! As the
shaman chants a roar comes Irom the opening, then with a shove the shaman pushes the woman
into the hole. She disappears Irom sight. A roar. A horriIied scream. Then silence.
9. Crypt: An immense pile oI bones cushions the Iall oI anyone who drops through the hole
Irom Area #8. The bones are covered in bite and claw marks. None oI the bones are human. HooI prints are visible in the dust on the Iloor. Primitive charcoal drawings
cover the walls in this Area and every area to Area #16.
10. Spider: A large spider has a web here. It hides in the crevasse, and uses the crevasse to move between Area #10 and #12. The chest on the Iar ledge contains a
golden horn (as in Minotaur horn).
11. Minotaur Statue: This Minotaur statue is about as tall as the players and is missing one oI its golden horns. II replaced the secret door to Area #12 opens.
12. Secret Passage: This is dominated by a crevasse in the Iloor, which the large spider uses to retreat Irom anyone attacking it in Area #10.
13. Treasure: This chest contains a random magical treasure.
14. Row Your Boat: HooI-prints in the sand lead to the waters edge. The water is too deep and is moving too quickly to be crossed in anything but a boat.
15. Sandy Beaches: Light Iilters down Irom several small openings above. Wet hooI-prints lead past a Iew bushes growing near the entrance to the Minotaur's lair.
16. The Minotaur: This chamber is the lair oI the Minotaur. There are Iew items here, a simple mat Ior a bed, a stack oI leather bound books. The chamber is
illuminated both by Iire in a pit and by light coming through a man sized natural chimney that leads to the surIace. The Minotaur is a powerIul creature, a curved sword
hangs at his side, a great blazing jewel hangs Irom a chain around his neck. The jewel pulses with an unnatural light: this is the heart oI the Minotaur. The only way to
get the heart oI the Minotaur is through combat. The Minotaur stands over a bound woman, his back is towards the entrance. He draws his sword and growls 'This will
be over soon. The Minotaur has no interest in harming the woman, he plans to cut her Iree so she can escape, but the players don't know that. II the players attack the
Minotaur, they catch him IlatIooted, and he will Iight until the all the players are dead. Should his HP be reduced to near death, the Minotaur will raise his hand to the
next attacking player in a gesture asking Ior mercy. If the player grants mercy the Minotaur says 'Finally, I'm Iree and the heart oI the Minotaur melts Irom around
his neck, all that is leIt is 10d20 worth oI gold. BeIore the players' eyes the Minotaur changes into a normal man and then guides the group to the natural chimney.
When he was the Minotaur he was too large to climb up the chimney, but now he can Iit and will lead the whole group to the surIace and Ireedom. If the player does
not grant mercy then the next attack will kill the Minotaur. The player that retrieves heart oI the Minotaur will be immediately changed into a Minotaur (no save
possible, life sucks sometimes). The others may escape up the chimney but this player remains behind imprisoned Iorever.
Adventure and Illustrations created bv. Joe Sarnowski (foesarnowskivahoo.com) for the One Page Dungeon Contest 2011.
This work is under the Creative Common Attribution-Share Alike 3.0 license http.//creativecommons.org/licenses/bv-sa/3.0/
!"##"#$%"&'($)"$!*++",-.'/+
A One-Page Horror by Kelvin Green ([email protected])
v1.0
When the village of Haddonfield discovered that the wizard Langenkamp
was engaged in dark magic, they raised a mob and burned down the old
windmill in which he dwelled. With his dying words, Langenkamp laid a
curse on the villagers who sought his doom, a curse which would have
come to nothing had Cropsy, a young farm labourer, not sneaked into the
mill for a nap and been caught in the conflagration. The death of an
innocent provided the mystic fuel for the curse, and now the people of
Haddonfield are trapped with no hope of rescue.
A thick cloud of grey smoke
envelops the village, confusing
the senses and preventing the
villagers from leaving; any
attempt to do so has them
going in circles, always
returning to the village. Worse,
it conceals unnatural terrors
generated by Langenkamp's
curse.
The Burning Man
This is Langenkamp himself,
reincarnated as a wraith-like
being engulfed in an ever-
burning flame. He prefers to
torment victims from a
distance but is capable of close
combat if necessary. He cannot
be banished or killed in his
present state, but if Cropsy's
remains were discovered and
given a proper funeral then
Langenkamp would be
weakened, and he might then
be banished or given a final
death. Langenkamp wanders
the village at random, cackling
as he sees his work being
done; roll 1d6 each hour and
compare to the numbered
locations below to see where
he appears.
Blackened Things
Similar to zombies, these are
what's left of the villagers,
burned and twisted into unnatural and almost unrecognisable shapes by
Langenkamp's magical fire. They use the mist as cover, achieving surprise
50% of the time. There is a 20% chance of an encounter with 1d3
Blackened Things in each location, rising to 60% if the Burning Man is also
present.
A: LaVerne's Orchard
The house is empty, with the doors smashed and clear signs of a struggle
within. In the orchard itself, the ghost of a young man appears at night. He
puts down his tools, stretches, then makes his way to the windmill, where
he squeezes through a small window into the mill's basement. If the ghost
encounters the Burning Man along the way, he fades away into
nothingness and reappears at the orchard the next night.
B: Bridge
A simple stone arch bridge. A single leather boot -- left, adult-sized but
smallish -- lies abandoned in the centre of the bridge's span.
C: Fremont Farm (1)
The home of Anton and Cloris Fremont is boarded up, although the couple
are still present and refuse to leave. The surrounding corn fields are
patrolled by four small, agile scarecrow-like things fond of hit-and-run
attacks. Anton helped to kill Langenkamp in order to protect his five
children, and in return the curse has turned them into the creatures
roaming the fields. Cloris killed one and saw it turn back into one of her
sons, and will now prevent any further attacks on the monsters.
D: Fisherman's House
The barricaded home of Stefan Benchley. Some of the planks blocking the
front door have been pulled away from within. Benchley himself is on the
floor of the simple two-room dwelling, dead from asphyxiation; close
inspection reveals gills on his neck, the effect of Langenkamp's curse.
E: Smithy (2)
Ashton Scott the smith did not take part in Langenkamp's lynching, nor did
he attempt to stop it. As such, the curse has stripped him of his sight, and
Langenkamp delights in sending
Blackened Things to bang and
scrape on the walls of the
smith's home and workshop.
F: Village Green
In happier times a gathering
place for outdoor events, now
deserted. A stone sits in the
centre, carved with the date of
the village's founding and half-
covered in a dark brownish-red
stain which appears new.
G: Haddon Manor (3)
A large wood and stone house.
The front door is ajar, and a
large suit of armour stands in a
display case in the main hall.
Although it is polished and well-
maintained, it is clear that the
suit has seen much use. Beside
it in the case is a huge
broadsword in a similar
condition. Upstairs, in the main
bedroom, Hallek Haddon lies on
the floor near the door, alive but
emaciated, withered and
paralysed by weakness, his
punishment for his part in
Langenkamp's death.
H: The Dog and Bastard (4)
A creaky sign shows a mangy
hound being kicked up the arse
by a miserly old man. The
building's windows and doors
are boarded and barricaded, and lights can be seen within. A group of
adventurers -- led by the warrior Foree and the magician Neville -- have
occupied the building in the absence of the innkeeper. The group have
been unaffected by the curse as they arrived after the lynching, although
they cannot leave the village and two of their number have since been
taken by the Blackened Things. They estimate that they have been trapped
in Haddonfield for at least ten days, although the smoke makes the
passage of time difficult to judge.
I: Windmill (5)
The upper levels of this stone structure are a blackened ruin, although the
walls of the ground floor are relatively intact. A charred skeleton -- what
remains of the wizard Langenkamp -- lies curled on the floor near the front
door. The cellars have survived best, protected somewhat by the dampness
of the surrounding marsh, but this was not enough to protect Cropsy, who
succumbed to the heat and smoke as he attempted to escape.
Langenkamp is reluctant to interfere with the corpse, but has left 2d3
Blackened Things to watch over it.
J: Temple (6)
The doors have been torn from their hinges, but the temple itself remains
whole and consecrated as Langenkamp and his Things cannot enter. A
bloated monster roams the surrounding area, a greyish-green thing
somewhere between a dog and a boar and standing on its hind legs. Torn
white rags cling to the beast, and a silver holy symbol can be seen on a
chain around its neck. Village priest Max Friedkin led the mob in the name
of his deity, and the curse has transformed him into a necrophagous beast
that cannot leave the temple grounds, but also cannot enter the temple
itself.
Issued under a Creative Commons Attribution-ShareAlike Licence: http://creativecommons.org/licenses/by-sa/3.0/deed.en_GB





10. 10. 10. 10. Ticket Ticket Ticket Ticket, , , , Telegraph Telegraph Telegraph Telegraph
and and and and Post Post Post Post Office Office Office Office: Mr.
Sparks has a ticket
waiting for Miss
Emma. Hes got
another for Pastor
Grayson for the
following week.
15. 15. 15. 15. L LL Livery and stables ivery and stables ivery and stables ivery and stables: :: : Stableman (and poor
poker player) Barney Foster sleeps in the
loft these days. Seems he saw Miss Emma
with Sheriff Culpepper a few days back. My
goodness, that Miss Emma has a mouth on
her, pretty little thing that she is. She said
something about money, and that sure
quieted the Sheriff down.

13. 13. 13. 13. Sawmill. Sawmill. Sawmill. Sawmill. Williams Lumber Company., once
owned by the recently-deceased Burt Williams.
Everyone here thought Paul Gaston was a
good worker, that is until he got drunk and
then robbed and killed Burt Williams. Least
thats what the Sheriff says.
14. 14. 14. 14. Gibb Gibb Gibb Gibb Undertak Undertak Undertak Undertaking ing ing ing: :: : The Cheerful
Mr. Gibbs already got a pine box and
marker for Gaston. Funny, it all cost
the town more than what Miss Emma
paid for her own husbands funeral.
16. 16. 16. 16. Corral Corral Corral Corral: :: : A couple of horses trot about here,
one of them a mare. It had been a gift from Mr.
Williams to his young wife Emma, but
according to Woodward, the young wife
declined it, and told him she didnt want him
throwing away his money on such things
7. 7. 7. 7. Doctor Hershey Doctor Hershey Doctor Hershey Doctor Hershey s office: s office: s office: s office:
The good doctor witnessed the
signing of Mr. Williams will a
few months ago. It gave Miss
Emma everything. The lawyer
asked a copy be mailed to his
office in Majorstown.
9. 9. 9. 9. Wolverine City Bank: Wolverine City Bank: Wolverine City Bank: Wolverine City Bank:
According to Bessie the teller,
Mr. Frank Chamberss got a
cashiers check for all of Miss
Emmas inheritance waiting for
her. Oh, and The Sheriff has paid
off his debts.
! HanginG in Wolverine City, CO., POP. 128 !!
12. 12. 12. 12. Station Station Station Station p pp platform latform latform latform: Miss Emma
will wait here for the 12 oclock to
Poeville the day after the hanging.
Water Water Water Water
tower tower tower tower!
2. 2. 2. 2. Town Parish: Town Parish: Town Parish: Town Parish:
Pastor Grayson
presided over Mr.
Williams funeral.
He was real
comforting for
Miss Emma in her
time of need, hear
folks tell it.
3. 3. 3. 3. Schoolhouse: Schoolhouse: Schoolhouse: Schoolhouse: Miss
Emma teaches here.
Jarrod Daniels, 10,
once saw the
schoolmarm getting
real friendly with
Pastor Grayson the
other afternoon. It
wasnt bible study.
!
6. 6. 6. 6. Bergeron Bergeron Bergeron Bergeron s s s s General Store General Store General Store General Store: : : :
Hear him tell it, Burt Williams
had his wife order a bunch of
Excelsior lamp oil a few weeks
back. His wife never said why.
She just paid for it and had
young Jarrod Daniels pick it up.
Burt Williams was murdered, and Paul Gastons gonna hang for it. I mean, somebodys got to, right?!
18. 18. 18. 18. Sheriff Sheriff Sheriff Sheriff
Culpepper Culpepper Culpepper Culpeppers office s office s office s office
!
8. 8. 8. 8. Wolverine City Hotel & Saloon: Wolverine City Hotel & Saloon: Wolverine City Hotel & Saloon: Wolverine City Hotel & Saloon:
The ground floor houses the saloon and
poker room, where Gaston was a
regular, along with Sheriff Culpepper,
Mr. Sparks, Frank Chambers and
Barney Foster. Gaston won big the last
time. Big enough to talk about moving
on
!
1 11 1a aa a. .. . Cemetery Cemetery Cemetery Cemetery: : : : This is where
Paul Gaston will be laid to
rest, in the corner fenced off
from the consecrated space.
Burt Williams is here too.
Tombstones a little cheap
for a man of Williams
standing, so folks say, but
that was what his wife
Emma Williams wanted...
Who was Mr. Gibb to argue?
Poor womans been through
a lot.
1c. 1c. 1c. 1c. Tool Tool Tool Tool
s ss shed hed hed hed
!
17. 17. 17. 17. Woodwards Woodwards Woodwards Woodwards
Blacksmith: Blacksmith: Blacksmith: Blacksmith: Mr.
Woodward saw the
Sheriff and Frank
Chambers arguing
about his debts before
the murder.
1b. 1b. 1b. 1b. Potters Potters Potters Potters
field field field field
!
Gaston Gaston Gaston Gaston s s s s
Cell Cell Cell Cell
!
Sheriff Matthew
Culpepper and his
two deputies Vernon
and Jake will be
found here watching
over their prisoner. A
simple man, he was
Miss Emmas
sweetheart before she
married the
Easterner Williams.
5. 5. 5. 5. Mrs. Wardens Mrs. Wardens Mrs. Wardens Mrs. Wardens
boarding house boarding house boarding house boarding house: : : : Miss
Emma stayed here
following the fire. Pastor
Grayson and the Sheriff
both called upon her, so
Mrs. Warden says.. Such
gentlemen, they were.
Poeville Poeville Poeville Poeville (east) (east) (east) (east) Majorstown Majorstown Majorstown Majorstown (west) (west) (west) (west)
Gallows Gallows Gallows Gallows
4. 4. 4. 4. T TT The he he he gutted remains of gutted remains of gutted remains of gutted remains of
the the the the William William William William s s s s house house house house are a
mile or so up the road.
Nothing left except ashes,
and more than a few
Excelsior kerosene cans.
Thankfully Miss Emma
was at her bible study class
with Pastor Grayson at the
time. . .
D DD De ee es ss si ii ig gg gn nn ne ee ed dd d b bb by yy y L LL Le ee es ss sl ll li ii ie ee e F FF Fu uu ur rr rl ll lo oo on nn ng gg g ( (( (j jj ji ii in nn ng gg gu uu u. .. .g gg ga aa am mm me ee es ss s@ @@ @g gg gm mm ma aa ai ii il ll l. .. .c cc co oo om mm m) )) ) h hh ht tt tt tt tp pp p: :: :/ // // // /c cc cr rr re ee ea aa at tt ti ii iv vv ve ee ec cc co oo om mm mm mm mo oo on nn ns ss s. .. .o oo or rr rg gg g/ // /l ll li ii ic cc ce ee en nn ns ss se ee es ss s/ // /b bb by yy y- -- -s ss sa aa a/ // /3 33 3. .. .0 00 0/ // /
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! ! ! ! ! Road Road Road Road out out out out of of of of town town town town
During a barely remembered golden age, a cabal of wizards constructed a
series of experimentation chambers, scattered all over the world. To protect
the public from accidents, great magical effort buried the chambers deep un-
derground, with no connections at all to the outside world. With their intimate
knowledge of the details and location of each chamber, the wizards simply
teleported in and out of the laboratories, but their assistants and other minions
could not. So the wizards connected the chambers with a network of teleporta-
tion circles, to allow minions with the proper keys to move about the labs.
The wizards have long since passed and, with them, the knowledge of the lab
network. Even the few teleportation circles that would carry their minions into
the labs from the surface were destroyed and forgotten. The network remains
powerful magic, however, and undulates throughout the world. Occasionally,
it malfunctions and captures creatures from the surface world, especially
when strong magical events occur there. Events like the one that just happened
around the PCs, transporting them all into room one
5
13
3
25
26 24 23
22
21
15
19
18

17
16
9 14
11 12

10
7
2
8
6
4
1
55%
45%
75%
25%
30%
30%
60%
20
60%
40%
Teleporters
Unlocked
Requires green key
Requires blue key
Requires red key
Requires all keys

by \ordmun - http://dvnu.com/bog/
Unlocked Section
1 Unnishcd lab: \uter drps n sovy. Next to u corpse n remnunts o ushon
rom ust century, u nume s curved nto the cuve oor, ooved by No hope.
2 ltcm Rcpair: ones o over ty derent humunods ure ped umong stone
vork tubes, endessy sted by the ruvenous undeud remuns o ve cunnbus.
3 fndIcss foundry: Cockvork sovy, but methodcuy, ussembes mechuncu
beusts rom the myrud purts scuttered u over. 1he green key s here, huvng
been used us u centru component o the urgest o the beusts.
4 TcmpIc to a Magic God: 1hs urge cuthedru s st consecruted (und qute
mpressve), but vuter seepng through crucks hus ed t entrey.
S fabrication: A urge, purtuy ussembed, stunnngy beuutu contrupton o
stuned guss domnutes the room. 1he room's ur, uus, s no onger breuthube.
Grccn Scction
6 VcstibuIc: Acoves vth exqustey detued stutues o vurous spe custers sur-
rounds u ong dry heung ountun. Lquds poured nto the ountun ure pured
nto pure, resh vuter. \th enough vuter, the ountun coud vork ugun.
7 GIass Works: A bzurre guss vorks, vth st uctve urnuces. Actve, becuuse
the puce s cruvng vth re eementus.
8 BIast in thc Past: Devustuted by un uncent mugcu uccdent. Remunng struy
energy uttructs mndess extru punur creutures vho nov ur here.
9 Dcmonstration Thcatcr: 1he dev n room ll keeps three ogres, vho up-
peured severu duys ugo, here or entertunment. lt v key eut them beore
they sturve. lt hus corrupted ths room nto u shrne to ts ovn greutness.
10 Grotto: Mugcu ght sustuns un urboretum grovn umok, compete vth
brds. Crovng by the red crce, u huge, reproo, tree-ke ungus vuts to eed.
11 AIchcmy lab: A dev cuptured by the netvork eventuuy dscovered hov to
vork the crces connectng rooms 7, 9 & ll vthout u key. Abe to teeport on
ts ovn, t comes und goes us t peuses. lt vunts to gun contro o the netvork,
but knovs ony these rooms so ur. lt s oten here expermentng on the eemen-
tus rom room 7, uttemptng to unock more crces. 1hough t cunnot teeport
others, t mght be convnced to hep the lCs, or un obsceney hgh prce.
12 fIight lab: A pute on the oor nstunty trunsers everythng undng on t to
the ceng, cuusng t to u n un endess cyce. 1he teeporters ure on the vu
(the bucones uround them ure ong snce destroyed). Scuttered debrs us or-
ever, ncudng the red key. lCs ure key to be nured by debrs unt they cutch
up to ts speed (termnu veocty). A ev zombes ure uso ung.
Red Section
13 Conjuration lab: An mp, once u umur, vus ubundoned here. Hs boredom
ended vhen he gured out, vhen the sturs ure rght (once every ev decudes),
hov to gute n unother mp. Nov t's sturtng to get crovded.
14 Trap Proving Grounds: Sx chumbers n vhch room trups vere deveoped.
Muny o them ure st urmed. 1he vzurds used to gve the red key to expend-
ube mnons und see they coud reuch the teeporters through the trups.
1S fnchantmcnt lab: A mugcu og (condensuton o the room's umbent mugc)
ncts temporury conessonu nsunty. Vctms ye out secrets ut rundom
ntervus. 1he vde, hgh cengcose to coupsedoesn't ke oud noses.
16 Transmutation lab: Severu hundred yeurs ugo, u vstor unvttngy uctvuted
u ong dormunt experment here. Lver snce, the drecton o gruvty rundomy
svtches every ev seconds.
17 Human TriaIs: Yeurs o utrocty n ths room creuted dozens o extremey
ungry sprts. Mennu o exposure to the room's resduu energy uovs them to
shoot energy out o ther mouths.
18 Bcstiary: led vth toverng crystu chumbers hodng Very ud 1hngs n
suspended unmuton. 1he bue key s here. lnsde one o the chumbers.
19 CIimatc lab: 1he ur und other eementus vho shuped the veuther n ths
vust chumber durng the netvork's heyduy chunge ther mood every decude or
so. Currenty, they ke t extremey cod und vndy.
20 Targcting Rangc: An extended umy o creutures vho cun phuse through
stone hus mude ths vust, coumned chumber home or centures.
BIuc Scction
21 Timc lab: Ancent experments huve et rundom pockets o ucceeruted und
deceeruted tme throughout ths chumber. Some ure obvous. Most ure not.
Some ony uctvute vhen mugc tems enter them.
22 CounciI Room: A stone tube seutng l00 sts ut the center o u sver pentu-
grum. lve unmuted stone enorcers stund opposte euch pont o the stur.
23 Smithy: Mugcu constructs vth very urge hummers vutng or yeurs to do
vhut they vere but to do: pound thngs. 1hey've grovn u bt.tvtchy.
24 Nccromancy lab: A thousund yeurs ugo, u not so vse drugon vus pued
nto the ub und munuged to guther the u the keys. She huppened to be n ths
room vhen the netvork recumed the bue key, euvng her trupped. Her ruge
und the durk energes o ths room combned to turn her nto u poveru ch.
2S faIsc ControI Room: A convncng (but heuvy trupped) ucsme o the
netvork's contro room conceus the crce thut euds to the reu thng.
26 ControI Room: A mussve, nscrutube devce seems to grov out o the rock.
l the lC's cun gure out hov to use the contrupton, t v teeport them suey
unyvhere they vunt to go.
Lscupe lrom the Lost Luborutores
1he teeporters connectng the chumbers ure eusy spotted, crcuur putterns
govng sver, green, red or bue. 1he sver crces trunsport uny vng creuture,
but the others requre u key o the correspondng coor to be hed vhen the
crce s uctvuted (though the crce remuns uctve to unyone or 30 seconds
uter ths). 1ruveers urrve stutonury to the destnuton's rume o reerence.
Crces gve o tetue sounds vhen used (sted n purentheses). Most teeport-
ers ure nked to unother, provdng tvo vuy truve (wushhh), urrvng on the
correspondng crce. Some vork n ony one drecton (kishhh), truveers urrve
ut u rundom (but sue) ocuton ut the destnuton. Some o the one-vuy crces
ure muunctonng und rundomy send truveers to the vrong room (chunce
sted on mup, lisss or most key puth, shaaak othervse). \hen ths huppens,
u truveng on thut uctvuton o the teeporter urrve ut the sume puce.
1he keys ure obvousy mugcu, uncent und o unuthomube constructon.
Cnce every ev yeurs, the netvork recums the keys, vherever they ure, tee-
portng them buck nto u rundom room n the netvork. 1he lCs ure ortunute
thut the keys currenty resde n rooms thut v uov them to reuch the contro
room und get home. Cthers huve not been so ucky.
!
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!"
!#
!$
!%&%'!()*&+'+,-.*/&,
0-&+-%1&23
is an insignificant world
somewhat smaller
than Earth, lies in the
Dpres subsector beyond
the fringe of mperial space.
Near-normal gravity (0.9 G).
Surface is 79% water.
Extensive ice caps. Four glacier-
dominated continents.
Year-round cold (avg -15 C) and
O
2
-rich atmosphere force
inhabitants to wear protective gear
and filter masks outside of enviro-
regulated enclosures.
Two million miserable residents.
Three bickering governments:
Yazand, Kizakhistan, and r'ab.
/+%!'4!%5 (N32 W0) is a
jumbled cluster of ugly reprocessed-
stone buildings on the muddy coast
of the Wan Sea.
Capital of the Oligarchy of Yazand
Hub of agricultural trade from
nearby tundra farms and
aquaculture pads.
n their insurmountable poverty,
residents turn to morose proclivities
and sordid diversions, unaware their
disaffection is magnified by the
nearby Crystalline Vortex.
6-('+,-.&*,.*/+%!'4!%5
P1. DOS/D, a well-equipped starport
(pronounced "dosed" by locals).
P2. Ptera Uni, a private college,
medicenter and museum. Staff is
competent but insular. Library data
link available.
P3. Wintermire, tenement housing.
P4. Castel Square, where vendors
jostle for space among the bland
government edifaces.
P5. Arena, a site for violent sport.
P6. Docks, built on a thick blue ice
shelf. Warehouses, ships, and a
private pen for Station subs.
P7. Refineries make air and water.
!"#$%&'()&*+(#,-$%(.
Troubled dreams haunt the desperate populace of a backwater world,
while deep beneath a dark ocean lies an ancient secret, unknown and unknowable... but not undisturbed.
+%66*'*&+-!3 of madness and mystery using elements on this page. Expand as desired or go online for more info. Color code: Places People Things
2011 PJ Cunningham
This page and more online at ironregime.com,
released under Creative Commons License
Attribution-ShareAlike 3.0
creativecommons.org/licenses/by-sa/3.0
An evocative one-page
milieu for sci-fi storytelling
!%&%'!()*&+'+,-.
/&, is a small mperial
facility 30km west of Pteragreb,
4km below the surface on the
floor of the Wan Sea.
Station moved here from Gabriel, a
barren planet 2 parsecs away, when
unorthodox genetic experiments
there went awry (original
designation was Delta).
2-hour sub trip from Pteragreb.
3 pressurized geodesic domes:
habitat and labs (R1), fusion power
plant (R2), and study site (R3).
Vehicle bay access is in R1.
Chief scientist, 2 assoc scientists, 4
security personnel, 4 support staff,
10 student researchers
Dome R3 conceals the station's
raison d'tre: the Crystalline Vortex,
a site from the time of the Ancients.
Access to R3 is restricted to those
with a subdermal Xenon implant.
+)%*7'.*&%' is a forbidding
expanse of murky water that forms the
northwestern arm of the planet's
largest ocean.
Aquaculture pads ("lilypads" to
locals) are big floating sea-farms.
Most surface transport is by ship.
Knowledgeable sailors turn on their
low-rad emitter to deter predators.
6-('+,-.&*,.*+)%*7'.*&%'
W1. Ox Rift, 18km-long curtain of O
2
bubbles rising from sea floor
W2. Pad 17, "best bio-weed around"
W3. Grey Void, a nutrient-poor zone
W4. Glacier Reach, perilous ice floe
W5. The Mazre Snake, surprisingly
strong north-south current
W6. Akyon Abyss of unknown depth
-&2'! is a nervous
young research student
plagued by guilt.
Possibilities:
1. Believes his faulty
research caused the
death of vvdris'
husband, Zane.
2. Murdered an
archeologist named
Taavo and stole the Helical Torus.
3. Believes his research is being used
for criminal purposes by vvdris, and
wants to stop her.
4. As above, but is helping her.
5. As above, but is blackmailing her.
6. Actually a member of a pseudo-
religious cult with an anti-psionic
agenda, planning to destroy the
Station and Crystalline Vortex.
+)%!%*,&*.-*!%&+*8-!*+)%
7,(2%0!on Dostoevsky, for
unbeknownst to all, the incessant
psionic emanations of the Crystalline
Vortex churns emotions, induces
nightmares, and gives slow birth to
madness. Here are 6 odd effects to
experience:
1. sees movement beneath others' flesh
2. dreams vividly of violent acts
3. no longer finds joy in anything
4. desires warmth above all else, even
risking burns or hyperthermia
5. always questions others' motives
6. made irritable by a ceaseless,
incurable migraine
+)%*)%6,('6*+-!9&
is a twisted pair of
5mm-thick strands
of matte black material
held apart from each other by an
unknown force, forming a 10cm-
diameter ring.
Looks like jet, but much stronger
Electrically conductive
Possessor's psionic powers (if any)
are amplified, and knows when
psionic abilities are used nearby,
but is subjected to the unbridled
effects of the Crystalline Vortex at
all times.
Based on size and shape, expect
players to call it "the magic donut"
+)%*(!3&+'66,.%*1-!+%: is an
upside-down funnel of anti-matter
swirling at the centre of a 30m-diameter
jet-black dodecahedron embedded in
the sea floor.
Same material as the Helical Torus
Each facet has a 12m-wide aperture
("gateways" in current research files)
allowing entry.
Those attempting to pass the
gateways are tested by momentary
visions of a very personal and difficult
nature.
Once inside, the vortex is accessible,
but the Helical Torus is required to
pierce it.
'+*+)%*)%'!+*-8*+)%*+%;/%&+
lies an ancient secret. Possibilities:
1. A tranquil zone of psionic
empowerment.
2. A device of the Ancients, still
operating after eons, can be
stabilized through psionic contact to
focus or eliminate its effects.
3. As above, but the device stores
negative psionic energy; it is nearly
full and will rupture soon, with
disastrous consequences.
4. A pocket universe populated by
beings feeding on the psyches of the
populace of Dostoevsky.
5. A sleeping member of the Ancient
race, its fragmentary consciousness
affecting all sentient beings in the
solar system. When awakened, it is
benevolent but aloof, as a venerable
sage to young children.
6. As above, but the being was
imprisoned here, and exacts a
terrible revenge on those nearby
when released.
,110!,& is the sensual
and depraved chief
scientist who thinks her
dead husband, Zane,
is haunting her.
Possibilities:
1. Zane, also a scientist,
went mad and threw
himself into the Vortex.
2. vvdris killed Zane out of jealousy;
his 'ghost' is her manifest guilt.
3. vvdris was never married; she's
faking insanity to get reassigned (or
for a more devious reason).
4. Zane faked his death and is staging
the 'hauntings' to drive vvdris mad.
5. Zane's ghost is real; he seeks
vengeance for his death.
6. Zane's ghost is real; he is trying to
tell vvdris something important.
/<*(9..,.4)'; is the writer responsible for this mess. You can see more of his work at ironregime.com or contact him at [email protected].
;,&&,-.&*-.*0-&+-%1&23
in case your PCs need some direction:
1. Recover the Helical Torus.
2. Solve the murder of a noted
archeologist named Taavo.
3. nvestigate allegations of criminal
activity at the Research Station.
4. Discover the secret of the
Crystalline Vortex.
5. Find and stop the mind-spy.
6. Protect the Research Station from
an impending terrorist attack.
!-, is a thin, disgruntled
ex-guard from the Station
who claims he discovered
illegal activity there.
Possibilities:
1. Fears for his life;
vvdris has killers
looking for him.
2. Roi is blackmailing vvdris.
3. His claim is false; he simply wants
revenge for being fired.
4. Obsessed with his brief glimpse of
the Crystalline Vortex; will do
anything to approach it again.
5. Actually an mperial agent with an
anti-psi agenda, gathering evidence
to shut down the Station.
6. Actually a mind-spy for a distant
psionically oppressive empire
interested in duplicating or
harnessing the effects of the
Crystalline Vortex.
/%!&-.'6,+,%&
suitable for use as
PCs or NPCs:
1. Ralvonse, black
market fence.
2. Ward Vamendar,
police inspector.
3. Alion, newly-
arrived researcher.
4. Jharmyrk,
aquaculture pad farmer.
5. Yuldor, alien pilgrim to Ancient sites.
6. Kulana, mperial surveyor.
7"
7#
7$
7=
7>
7?
+)%*7'.*&%'
/"
/#
/$
/=
/>
/?
/@
/+%!'4!%5
Vermin Hollow - for 3 or more PCs of level 1 to 2 - by Rob
License: Creative Commons Attribution-Share Alike 3.0 http://creative/licenses/by-sa/3.0
Whats going on. People are
missing. The trail leads to the
backwoods on Burfoot land. Old
Toby Burfoot has been consorting
with Grothmog Lord of Vermin.
Wandering Monsters
1-2. Halfepedes (1-4)
3-4. Giant Centipedes (1-4)
5-6 Giant Slug
Rumors
1. If your headed to the backwoods
keep an eye out for my cow. Lost
her out that way a few days ago.
2. The forest faes to blame. Too
many mushrooms out that way.
3. Thats Burfoot land. I aint seen
any Burfoot apart from Old Tom
1. Entrance. Ancient dying forest. Heady smell of rot and decay.
Hole in twisted primeval tree leads to pit entrance.
2. Guard post. Entrance arch writhes as if alive with movement
of thousands of beetles. Three halfepedes, haling centipede
hybrids that are individually weak as kobolds, and a giant slug
protected by ad hoc bovine skeleton armour. Slugs spittle
causes acid damage and paralysis like centipede venom.
3. Fungus crossroads. Harmless swarm of beetles takes ight.
Rust coloured mushroom spores cause rust as rust monster if
disturbed. Lost amber worth 20 gp amongst fungus.
4. Home. Nests of rotting organic matter. Five halfepedes.
5. Lair of the Shadowpede. Icy cold Pool. Large mushrooms
cover all surfaces. Mushroom caps have haling like faces
which turn to face movement. Concealed in the shadows is an
insubstantial Shadowpede, a stealthy relation to the carrion
crawler. A skeleton clutching a ceremonial bowl worth 200 gp
lies at the bottom of the pool.
6. Sacricial pit. Stench of death. Trench 15 ft. deep and
wreathed in Ectoplasmic mist. Upon the spikes are sacrices,
both human and animal, in varying decayed states. Some are
partially consumed and riddled with maggots and vermin.
7. Corpse door. Double doors. Bloated bodies spiked to door
form the whorl symbol of Grothmog. The decaying corpses,
alive with vermin, must be touched to open the doors.
8. Vermin shrine. Statue of Grothmog Lord of Vermin. Three
beetle backed haling statues hold aloft a bowl in which sits a
writhing sack. Lit candles illuminate the statue. Sack containing
six giant centipedes sits within the bowl and may be
mistaken for a writhing sacrice. Ectoplasmic mist pours from
Grothmogs mouth concealing the trench pit to location 6.
Edges of cavern safe to traverse. The statues eyes are garnets
worth 250 gp each. A disheveled haling Esmerelda Burfoot
tries to lure adventurers into stumbling into the pit. Esmerelda
wears an amber necklace worth 100 gp.
9. Viewing chamber. Desiccated giant spider with limbs shaped
into a throne. Those seated inhabit the minds of vermin and
can view a random cavern (1d12) through their eyes. Viewers
run the risk of going temporarily mad from the disconcerting
effect of inhabiting such an alien mind.
10.Old Tobys cave. Pipe weed aroma. Entrance from location 9
blocked by vermin wall that clings to unbelievers. Vermin do no
damage but are a nuisance. Plank covers the drop to location
8. Bedroll, table, oil lamp and mildew damaged books on fungi
and vermin. Collection of pipes and pipe weed worth 75 gp.
Old Toby Burfoot a haling priest of Grothmog and two giant
centipedes. Old Toby wears boots of spider climbing.
11.Living prison. Entrance barred by a rusted locked metal gate.
Old Toby has the key. A human and two halings imprisoned
by tree roots and suspended 10 ft. off the ground.

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