0% found this document useful (0 votes)
74 views29 pages

Two OSR Dungeons

OSR

Uploaded by

magicsales38
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
74 views29 pages

Two OSR Dungeons

OSR

Uploaded by

magicsales38
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 29

The Globe

Keyed by John Battle


Cartography by Dyson Logos
Top Floor
Middle Floor
Bottom Floor
The Globe Quickrott: The effects of this disease is similar
Among the snow globes that sit gathering dust
to a zombie plague, except the body becomes a
there is one quite unlike the others. One is full of
barely-held-together complex of sand. One
sand and an ancient library. Shake it and you’re
touch and the sand crumbles, puffs, and
transported to the dungeon.
disperses. Anything within a 5ft. reach gets the
disease. As it’s sand it gets in the armor, clothes,
OSR Primer hair, under finger nails, inside pores, etc. Within
If you’re familiar with 5e, Pathfinder, or another 1d4 days the infected will die and rise as a
form of D&D then the presentation of stat Mummy to spread the disease.
blocks and ideology behind the dungeon may be
odd. That’s alright. The position of the Mummies (besides the ones
 HD stands for Hit Dice. Assume each listen in specific encounters) is entirely random.
HD is a D6 and either roll it, or assume There are 30 Mummies. You can spread them
each roll was a 4 or 5. out before a session if you’d like, but part of the
 SAVE represents the target number to fun is that after the PCs open Area 18, they have
beat when needing to make a save. a chance of bumping into Mummies in any
Change this for your particular system. room, not just those on the west side. Every ten
minutes, or whenever the party enters a new
History room, there’s a 1/3 chance (5 and 6 on a D6) of
running into 1d4 Mummies.
This library used to be great. Now it’s a chaos of
disease, but filled to the brim with treasure. The
story is simple: Lich got greedy as liches do and The Sphinx
accidentally created a disease. It spread through Nephthys found her way inside through the
the inhabitants of the library. They tried to west-side entrance and began perusing the many
escape. None did. tomes in search of the answer to her family’s
riddle. The answer died with her mother and the
The Elven lady in the top left tower is a piece of riddle has plagued her ever since.
history, donated to the Library. The Sphinx
came looking for knowledge. The Motley Crew The Riddle: If Goblintown is 2,300 miles away,
shook the globe to look for treasure. And Aberdeen is 2,000 miles away, Ogura is 1,300
everything else inside cries day and night. miles away, and Wolfthorne is 2,300 miles
away, how far away is Harraway?
The Mummies Answer: 1,900 miles. Vowels are worth 300
Their twisted wails echo the halls. Calling for
miles, consonants are worth 200.
help. These are the cursed that were locked
within the west side of the library. They carry
The answer to the riddle is found in one of the
the Quickrott and cannot help but to pass it to
texts scattered in the west side of the library. Its
others. They don’t understand what has
position is determined randomly (on the chart
happened to them, that they have already died
below). The Sphinx will give the PCs the key to
and walk as undead. So they crawl, limp, and
Area 18, and will wait in her nest for their
stumble towards anything that lives while they
return. If the PCs return she’ll hand over SOME
beg for help.
of her secret loot.
AC 10; HD 1d4; ATK (none) ; SAVE 15;
If the party is clever and figures out the answer
MOVE ½ human speed ; XP 100; SPECIAL:
beforehand, the Sphinx will be forever grateful
Quickrott
and will answer any questions the party has (she
knows of the Mummies, the Pharaoh, and the
loot). Plus she will give the key to the chest is user depend on system, but he
Area 17 (her secret treasure) can cast 3 a day, then switches
to dagger.
Monster That Steals Teeth
This is a twisted lich, created by disease and
agony over several decades of sand encrusted
time. It forgot its name along with its humanity.
Its spine is like a question mark, and the leather
skin hugs the tiniest bones. It speaks in ALL
CAPS, but the words are whispers. It collects
teeth from all the corpses and Mummies. Tell
the players that there are no teeth, especially
when they don’t ask (“Roll search…oh, no, you
don’t find any teeth.”).

If the party leaves the bottom floor and returns,


SHE will be wandering the halls, plucking the
teeth from the recent dead. Roll a D20 + D8.
That’s the room she’s in when they return. Just
plot her course as they move room to room.

The Motley Crew


They got here first and it’s their treasure. They
say they don’t want to fight as they set up an
ambush. They’re on the west side of the bottom
floor. They barred the door in Area 10, they set
up camp in Area 1, and they chained the door in
Area 3.

The only thing they are afraid of is HER.


They’re position is randomly determined as the
party enters the dungeon. Roll a d8 and go off
the “Riddle Answer” table. They know about the
Sphinx but not the riddle. They’re looking for a
new way out so they can get all the treasure.
There are four of them:
1. Sampsa – Level 3 Cleric,
leader, half-orc with soft
features
2. Giana – Level 2 Fighter, tank,
human with silver hair
3. Thomas – Level 3 Magic-User,
Demonic, human with face
tattoo of vulture
4. Tellan – Level 2 Figther,
archer, twin of Giana with black
hair
5. HD equal to their level, ATK as
weapon, SAVES are 13, XP for
each is 500, Spells for the magic
Room Descriptions

1. The main entrance to the Library. In the a. This stone block touches the
night, when the wind dies down, the ceiling and creates a wall here.
wails of the Mummies can be heard. b. An illusionary wall placed by
There’s a small, weathered camp site the Motley Crew to protect
set up in the corners opposite the stairs, “their” treasure extends from
with signs of recent living. These belong the pillar, making the room
to the Motley Crew. appear only 3 x 3 squares.
c. This illusionary wall can be
2. Twenty skeletal corpses lay near the easily seen if any magic user
foot of the stairs. They reach out as if searches. Automatically dispels
trying to escape. Many bones have been if it’s touched.
trampled to dust by boot. d. Also snakes drop on you.

3. Door chained from the outside. A 9. 7 majestic hieroglyphic tablets, 6ft.


Mummy wriggles its arm between the tall, weighing 300lbs. each. Worth
door and frame. The chain is new. 500gp a piece while intact. They depict
the history of a toothless people, eaten
4. A secondary entrance/exit for the alive by scarabs.
library. Otherwise empty.
10. Directory. West door is locked from the
5. Moldy furniture is stacked in front of other side and titled “Archives”. East is
Area 7. The doors to Area 6 have been open, rusted, and titled “Pleasure”.
unhinged. The stair down is scattered North is stairwell, and titled “THANKS
with furniture that has been shoved and LOVE GIVE ME TEETH!”.
broken to make a clear path.
11. Titled “Erotica”. The 50’ ceilings are
6. Magical runes hastily drawn on the scraped by the stone bookshelves, which
floor. NPC sits there. If are filled tip to head in obscure erotica
hears/sees/smells the PCs, she calls out novels. Roll on the tables below for any
for them to join her. She will searches of the shelves. Near the east
do/say/promise anything to get the PCs wall there is a set of 3 fine coffers. If the
to get in the circle with her. Once inside left is opened, a swarm of beetles
the circle you cannot leave. The runes explodes forth. The other two contain
are a protection spell that was drawn copper book-tending tools (10cp).
incorrectly and has become
mutated/cursed. 12. Titled “Fanfic”. This room has sand
pouring in from the east doorway. If
7. Five corpses clutch the north door. One dug through, the adjacent room holds
touch and they turn to dust. A bookcase the corpses of a nobly family of 4 who
rests at an angle in front of the southern were trapped by the sand. Each robe is
door. worth 5gp, gold bracelet (10gp), and a
amethyst ring (5gp).
8. Pulverized stone and a flattened,
decaying body rests in the east hall. This 13. Dimly lit room, cold and wet with mold.
is a trap. Once anyone steps into the The large steel door to Area 18 is locked
main part of this chamber, a stone block by a magnificent padlock the size of a
drops in the east hall, cutting off the fist. Any attempts to touch the door/lock
small eastern chamber that leads to Area awaken the Sandstone Golem against
7. the north wall.
a. AC 16; HD 4; ATK (grapple); (up to DM).
SAVE 10; MOVE Same as
human; XP 750; SPECIAL: 18. The door is sealed. Unlocked by the
Sand form (if form is destroyed Sphinx’s key. A Mummy stumbles out
while alive, body reforms in 1 of the opened door, clawing at the PCs.
round), Force Feed (if grappled, She just wants a cleric to save her.
golem can vomit sand into your
mouth vs. save) 19. The north rooms are locked portcullises:
first has (treasure), second and third
14. A reading nook. This is the only area of have a Mummy each. The southern
the dungeon where the Mummy’s wails room has a lever that opens them.
cannot be heard. Magically silenced. There’s a message scrawled on the wall
The door to 24 is barred from the other that says “WHERE ARE ALL THE
side. TEETH?”.

15. The stairway up to area 16 is clear. 20. SHE lurks here. SHE WHO STEALS
There are lion-prints in the sand that is TEETH. There are teeth everywhere.
piled up here. The adjacent room has a Piles. Rotting. Clean. Golden (about
large, unstable pile of sand, poked with 100gp worth if the players want to spend
shiny, gold tools. If the tools or the sand forever sorting). She wants your teeth.
is touched, the sand collapses into the They look so nice.
room, filling it. A save is required, or a. AC 12; HD 10; ATK (1d4 bone
clever thinking. Otherwise you drown in dagger); MOVE as human;
sand. SAVE 6; XP 3,200; Special
(spells)
16. The Sphinx will be here if noise from b. SHE has the following spells
below hasn’t drawn her attention. This is that she can use 1/day
where she sleeps and eats, so the i. Bone Control – Same as
carcasses of random camels sit half- Hold Person, only you
eaten. There are lots of riddle books feel it in your bones
which has been mauled. She will sit on ii. Skull Fracture – Save
the stairs to 17 to bar passage. vs. Shattering tooth
(2d8)
17. Nephthys hoards her treasure here. iii. Extract Tooth – Save
Though she’s a lover or riddles, her every round vs. tooth
secret passion is headgear: some pulled, save ends
helmets, but mostly hats. Roll on the
random hat tale below to determine 21. When one door opens the other one
what kind of hat and if it’s magic. seals. Inside the northern room are
a. If the riddle is brought to twelve coffers, inside the southern room
Nephthys she will grant only the there are 6 skeletal corpses. They’ve
females hats (or ½ the party if been cannibalized.
no females). But if the party
solves the riddle, she gives 22. Titled “Biology and How to Use It”.
everyone a hat. If the Sphinx is Clogged with maggot-infested, trophy
killed and the room looted each animals. A secret door is behind a bear
person gets one hat. pelt on the wall. The secret room holds a
b. The other treasure is as follows: map of the library and several half
100cp in assorted riddle books, drunken caskets of Draught (gin made
3 10gp gold plates used as from coffin wood).
bookmarks, and a Sphinx egg
23. Titled “History and Other Old Things”. 26. The southern wall is notably weak.
High vaulted ceiling. Ten coffers rim the Sunlight cracks through the battered
edges. Every footstep echoes. stone.

24. Titled “Just the Old Things”. 4 27. This is the treasure room. There are
Mummies bow before a large statue of twenty coffers filled with random items.
an ancient Pharaoh. They beg the statue There is a gold sarcophagi with a
for safety. Scattered around are medium elegantly dressed, and still beautiful
statues and sarcophagi for children. The Elven girl inside. Alongside her are a
pounding of their tiny fists is a beat for Tiara (25gp), twelve bracelets (5gp
the pleas of the Mummies. each), a sapphire, Egyptian-style
a. There are 8 sarcophagi, each necklace (100gp), scarab earrings
containing a child Mummy, (25gp), a ceremonial dagger (+1, 75gp),
pounding to be set free. and an elven scimitar with a stone
b. The Pharaoh is a Sandstone handle and gold inlaid in the blade (+1,
golem, primed to activate if the 100gp). Near the sarcophagi are three
Key around his neck is grabbed. personal-sized chests, and one large
AC 15; HD 12; ATK (3d8); chest:
MOVE 40ft.; SAVE 10: XP a. Carved, sandstone box with
2,300; SPECIAL: Sand Form. twelve immaculate cigars
Split (1,000gp to the right person),
i. Sand Form: If the body two bottles of Black Wine
is destroyed while the (made from draconic blood, and
golem remains alive, worth 120gp each)
the body reforms after 1 b. A collection of tombs, each
round. bound in basilisk hide, each a
ii. The Pharaoh can split different, rare fiction novel
its health into two (3,000gp a piece to a book
separate bodies of equal collector or other antique-type
height and weight person)
c. The finest dress the party has
25. The wall is lined with opened and ever seen, just the sight of it
broken sarcophagi. None of the bodies inspires love for the lost elven
are mummified. One is even clinging to woman (depends on who they
life. An Elf with no eyes, and sewn take it to, family will pay
shut mouth. She can only speak Elven. 10,000gp for it, other shops will
Moving her in her current state will kill give 1,000gp)
her. She knows the history of the d. The big chest has the gold.
Library. Used to be the Librarian. 250gp, 5,000sp, 25,000cp. The
chest is too heavy for one
horse/mule to carry.
Random Tables
Below are all the assorted random tables needed for this dungeon. I also recommend using Arnold K’s
(Goblinpunch) 100 potions, just cause they are fun.

I Search…
Roll on this table anytime someone searches a body, or a coffer, or just the sand on the floor (remember to
tell them they don’t find any teeth!).
D100 Result
1-11 That much gold
11-77 That much silver
78-92 That much copper
93-96 Jewelry worth d10 x creature HD gp
97 Day's rations
98 Day's worth of fresh water
99 Picture of a loved one
100 A rusty silver key that can only lock doors

Books
Roll on this table whenever they look through the books. Or you know, just pick one from the list or make
it up.
D8
1 The Amazing Tome of Elves, Dwarves, Orcs, etc.
2 A(n) Deplorable Encyclopedia by Riddles, Jokes, Puzzles
3 Recommended Writings for Knowledge
4 Fabulous Declarations Against Human Nature
5 Gluttonous Journal Declaring Magic, Religion, Socery, etc.
6 Unnecessary Periodic Review Patronizing Draconic creatures
7 Dramatic Paintings Forgiving Giants
8 Caustic Novel Criticizing Love, Hate, Fear, Bravery, etc.

Riddle Room
These are the floors on the west side of the bottom floor. Roll to determine where the riddle answer is and
where the Motley Crew is.
D8 Room
1 21
2 19
3 24
4 18
5 25
6 20
7 23
8 22
Random Hat
The Sphinx likes hats. You can make this comedic or sad depending on how you play it. For me it was
just a way to add a little bit of light to an otherwise bleak dungeon. Roll for each column.
D12 Hat Type Special Property
1 Beret None
2 Baseball Cap Attracts the opposite sex
3 Flat Cap Attracts character's sex
4 Boater Fall in love with 1st person who wears it after you
5 Sun Hat Heals 1hp per day
6 Fedora Indestructible
7 Beanie Glows like torch when indoors
8 Troubadour Unpetrifies the wearer (ends when removed)
9 Dunce Cap Lets you see ghosts
10 Fez Birds fancy you
11 Cowboy Can speak french (or another language I guess…)
12 Peaked Cap Possesses wearer with spirit of dead warlock

End Notes and Credits


This is a dungeon crawl. It’ll take you a few sessions. It’s part of the OSR in the way that it is deadly and
doesn’t have a “recommended level”. There’s a few traps, some tricks, new monsters, old monsters, and
some good loot that is not just a pile of gold. If you look at the stat blocks and feel confused or just don’t
understand because you are used to 5e or 3.5 or pathfinder, replace them with whatever monsters you’d
like from your favorite game.
The maps were done by the amazing Dyson Logos. Google him. Check out his amazing maps.
Maybe you’ll be inspired by them as I was.
However you fit this into your campaign is up to you. The snow globe idea is one I’m fond of. I
like tucking dungeons into odd places. But you can just have it in a desert somewhere. You’re the DM.
Also, if the Party goes into the dungeon, opens up the West end of the bottom floor, doesn’t kill
all the Mummies or SHE WHO STEALS TEETH, they will get out. The Mummies will spread the
disease quick. SHE will plague towns and continue to gather teeth. These could be plot hooks, or you can
ignore them. But you shouldn’t. PCs should feel the consequences of their actions.
Enjoy.
Mirelyn’s Skyrealm
Written by John Battle
Cartography by Dyson Logos
In a Dream
To access this dungeon, you must drink a sleeping potion from a unicorn horn, made by the witch just
outside of town. When you sleep, you will dream of a floating island. It is ruled by three witches, each
with a different obsession; one of wax, one of owls, and one of all things creepy and crawly.

The Witches Superstitions


Mirelyn The Dream World is bound by superstitious law.
The youngest of the witches. Lover of all things When a character interacts with an NPC, the NPC
creepy and crawly. Devilishly charming, except will tell them a superstition. There are a few that
when she opens her mouth and you see the correspond to certain areas which are further
tarantula that lives in the back of her throat. This is explained in those areas. But say a player hears #2
her dream, killing her will crumble it. She knows and turns their clothes inside out, you, as the DM,
this and offers this information up easily. can give them advantage on their next roll, or you
• Stats: HD 4; AC 15; ATK none; Move as can just have a laugh.
human; Save 13; XP 2000; Special: creepy 1. Goldfish in the pond bring good luck.
2. Clothes worn inside out will bring good
crawlies
luck.
• Creepy crawlies: All bugs and reptiles listen 3. Breaking a mirror will give you seven years
to her. She finds hideous creatures bad luck.
attractive (half-orcs rejoice!). She uses her 4. Leaving a building from a different door
friends to kill her enemies and prefers to than the one you entered will bring bad
keep out of combat. luck.
Gilray 5. It is bad luck to see an owl in the sunset.
Pale, beautiful, young and stoic like ice. Always 6. If your ears burn someone is talking about
you.
naked, shoulders and back lined with candles that
7. If you drop a fork a man will soon visit you.
constantly burn and melt down her body. Tall, A spoon means a woman.
flame-like hair that flows as if in water. Dreadfully 8. If you drop a piece of jewelry, which ever
bored by all things. direction it is pointing someone will
• Stats: HD 4; AC 13; ATK spells; Move as approach.
human in water; SAVE 10; XP 2000; Special: 9. Seeing ants fight is a sign that an enemy is
spells near.
• Spells: Skin to wax, silence, 2 other random 10. If your hands itch you will soon receive
witch spells from the tables below gold.
11. If two deaths occur, a third must follow.
Corvalus 12. A bird in the house is a sign of death.
9ft. tall, owl beak nose, stringy neck and limbs, 13. If you hear footsteps behind you do not
fingers like two pencils glued together. She only turn around.
has one witch spell, Mice Polymorph, which she 14. If a candle flame burns blue there is a spirit
can use 2/day. If successful, she’ll promise a few in the room.
owls freedom if they catch the mice. Can also turn 15. Catching a leaf brings good health.
into giant owl and circle the tower, calling the 16. Killing a bee angers visitors.
undead from the church. 17. Seeing a single crow is unlucky. Two is luck.
Three is good health. Four is wealth. Five
• Stats: HD 4; AC 10; ATK None; SAVE 11; XP
means sickness. Six means death.
2000; Special: Mice Polymorph, Owl form 18. A potato in your pocket prevents disease.
• Giant Owl: HD 5; AC 13; ATK 2 claws (1d8), 19. Animals speak at midnight.
1 bite (1d6+1); Save 13; XP 240; Special: 20. Evil spirits cannot harm you when you are
Flies silently, -2 to all die rolls in bright light standing in a circle.
The Crows Stats
There are six crows trapped in cages spread around The stats are done the way they are because it’s all
the dream. Opening the cages and freeing the birds the useful stuff you’ll need. HD refers to Hit Dice,
each causes an effect for the person who unlocked which you can give 4-5hp per dice, or 6-8 if you
them (this means that a singular person must want a bit more of a challenge. Save is for save DCs
unlock a cage, give this information out is you care for retro-clones. Adjust accordingly for 5e. The XP
to). Located: Area 2 at the top of a tree, Area 4 listed is also for retro-clones, so adjust as you see
inside the pit, Corvalus Spire area 6, under bridge in fit.
area 1, hanging from cable in are 7,
1. Brings disadvantage to next combat On Death
roll This is a dream as written, and in my mind if you
2. Brings advantage to roll of choice die you wake up and have to get the potion again,
3. Presents a single-use healing potion so it’s just a hassle. But maybe dying gives the
that brings user to full health player a curse? Maybe dying means death outside
4. Presents a large gold bar (worth of the dream? That’s up for you to decide.
100gp)
5. Gives the unlocker a vial of poison
6. Gives the unlocker a slaying arrow On Purpose
Why are you here? Why did you have this dream?
What is here that is worth your time? Gold is an
Daydreams & Nightmares obvious one. A powerful spell to create your own
Keeping track of time is very important here. There dreamscape. Some magic weapons.
are things only available at night, and things only If you need a reason then you can roll for
doable during the day. You can do this in a one:
multitude of ways: 1. Revenge
1. Set a timer for 10 minutes (or 30, or an 2. Jealousy
hour) and when it goes off it changes from 3. Love
night to day in the blink of an eye. 4. Greed
2. If your group gather at night, then it’s night 5. Justice
in the dream. If they play during the day, 6. Your character arc
then it’s daytime. Or vice versa. 7. Power
3. Whatever you choose, the Dream world 8. Magic
doesn’t follow conventional logic. Sleeping 9. This is just a stepping stone
8 hours will not make it night. 10. It’s just a one-shot, make new characters
11. Your sister is doing something cool and you
Each area will designate the difference between need to show her up or your parents will
night and day, but some constants of the entire stop paying for your adventuring gear
locale are that at night NPCs are all hostile and 12. Redemption
undead, and animals can speak if spoken to.
Anything killed or destroyed during a day/night
cycles is revived and repaired the next day.
Nothing remembers you except the animals. They
always eye you suspiciously.
Locations
1. High Plains Farm
Day: Ma and Pa Alabaster live on the farm with their four children (Lou, Sue, Boo, and Blue).
They work during the day and roam the field as zombies at night.
In the adjacent house are a mess of farm tools and the family dogs (three huskies). And
the house behind it live twelve children(Husker, Busker, Tucker, Rucker, Brian, Thelma, Connor,
Tim, Jim, Jimmy, Timmy, and Christopher).
The apples from the trees taste sweet and cure curses, the family will accept help on the
farm in exchange for you staying with them. The children want to play hide and seek, and they
will answer all questions with a “maybe, I haven’t been across the bridge” or a superstition.

Night: the apples fall from the trees rotting, the dogs turn into death dogs, the children become
a swarm, and the parents try to plant the PCs in the soil to make crops grow.
• Death Dogs: HD 2; AC 15; ATK 2 bites (1d6 plus random curse); Move 40’; SAVE 16; XP
1400; Special: Cursed bite
• Child Swarm: HD 1hp per child; AC 10; ATK swarm; Move as human; SAVE 16; XP 10 per
child; Special: Swarm
o Swarm: The children jump on a target and drag them to the ground, function as
a physical Hold Person spell
• Ma and Pa: HD 1 each; AC 10; ATK 1 pitchfork each (1d4); MOVE as human; SAVE 15; XP
15 each
• Bird cage on the underside of the bridge. If it’s quiet, the bird can be heard cawing.

2. High Plains Grove


Day: Crow cage at the top of a tree. Apples grant 1d4 hp. Black Cat roams the tree limbs.
Night: Apples cast strong sleep spell on eater, black cat becomes a manticore, taunting the
players with her human face. She’d rather capture the PCs and sell them to one of the witches
than kill them. The witch has promised her freedom if the manticore brings enough bodies.
• Manticore: HD 6 + 4; AC 15; ATK 2 claws (1d3), 1 bite (1d8), 6 tail spikes (1d6); Move is
30’, Fly is 40’; Save 11; XP 800; Special: Flies, Tail Spikes
o 24 iron spikes in tail, can shoot up to 6 a turn.
3. Handau’s Fort
1.
Day: 2 pegasi stabled here, if fed an apple each
they will answer any question truthfully.
Night: 2 nightmares stabled here. Want freedom
and evil aligned riders to dominate the dream.
Riding one allows the evil party member to cast
dominate 1/day.

2.
Day: Dog sleeps in back room. Won’t wake for
anything. Crow cage hangs outside window slit, slit
not big enough for hand to fit through.
Night: Dog is hell hound with candle on head. If
candle is snuffed it become normal dog.

3.
Day: Storage for animal handling gear.
Night: Same but lit by candle.

4.
Day: 4 animal handlers snooze in the break room.
Night: they pretend to sleep until they can grab
you and bite you.

5.
Day: 6 animal handlers sleep in cramped cots
mashed together.
Night: they pretend to sleep if players are in the
room, but otherwise they sneak around in the dark
looking for an opportunity to ambush.

6.
Day: Empty.
Night: The animal handlers attempt to lock the
party in the long hallway, squirt oil through the
window slits and fire flaming arrows at party.
7. 12.
Day: wax covers door to 11. Double doors are Day: Spider terrarium.
black/white. Opening white makes it day, opening Night: Same but containers lack lids.
black makes it night, opening both keeps it
whatever it is. 13.
Night: wax over 11 can be melted. Day: Snake tree.
Night: Same
8.
Day: wax sculptures cling to the window sills. 14.
Night: 5 doppelgangers break the windows Day: Centipede farm.
disguised as the party and try to take their places. Night: Same but giant centipedes.
Neither of them know the others are
doppelgangers.
15.
9. Day: Young girl pets a lizard that rests on her
Day: child-sized wax figure turns key in the lock of shoulder. She’s humming and keeping logs on all
the door. the animals (even the dumb horses).
Night: young stable boy hides inside area nine. The Night: Mirelyn the witch sits on her giant lizard.
key they have is the skeleton key for all the doors
on the island. Giant Lizard – HD 10; AC 12; ATK two claws (d6),
tail (d8); move 40’, spider climb;
10.
Day: door to 11 sealed by wax. Mirelyn’s Dream – She is asleep somewhere
Night: wax can be melted with fire. having this dream. You are sharing it with her.
Killing her will wake her up and the dream will
11. crumble. She will tell you this. She does not want
Day: doors sealed by wax. to wake up. She does not want to fight. If you kill
Night: wax can be melted with fire. the other witches for her she will give you the spell
that let her make a consistent dream world.
4. The Pit That No One Talks About
One of the crows hangs 50’ down the pit. There is a bottom to the pit, about 200’ down. It’s a
mouth. Its breath smells of children and sand. Feed it a child and it spits up a cursed vorporal
sword.
• Cursed Vorporal Blade – Acts as a normal vorporal blade, but it requires innocent blood
every month or else it cuts the head off its wielder.

5. Dream Stone
Allows players to wake up when they touch it. If broken it doesn’t function. Unconscious
characters can be made to touch it, bringing them back to full health in their bed.
6. Gilray’s Overlook
1. 5.
Day: wax statues gather here flanking doors and in Day: Sexy wax woman gazes at door. Door to 6 is
between windows. pitch-black painting. Shelf full of random mutated
Night: candles illuminate, melt wax to reveal potions.
corpses. Night: Woman is witch Gilray, naked and pale,
candles burning on her back, dripping wax over
2. shoulders. She wants to try some new potions on
Waiting room. Looks like still life, all done in wax. you (gives random mutation). If you agree she’ll
Night: candles melt the wax and reveal corpses. move close the painting, which will illuminate it,
revealing that it’s a door.
2 skeletons - HD 1; AC 11; ATK (d6); Move as
human; SAVE 17; XP 15; Special: Immune to sleep Doesn’t want to fight, is extremely cooperative
and charm and dull

3. 6.
Day: door is locked. Corvalus’s treasure. There are three wax statues
Night: candles rim the room. Cold draft blows out here. A lit candle will reveal them.
candles heading upstairs. Smells of a rainy, sandy
shore downstairs. 1. Gold stacked like a humanoid (1,000gp)
2. Mutated child with gold-plated skull (2,000gp)
3. Skeleton - HD 3; AC 14; ATK (d8); Move as
4. human; SAVE 17; XP 15; Special: Immune to sleep
Day: Modern reception area. Desk with beautiful and charm
wax statue behind it.
Night: Candle’s lit on east wall cast shadow on
wall.

Shadow: HD 7; AC 14; ATK 1d6+1; MOVE only


where light casts a shadow; SAVE 9; XP 800;
SPECIAL: Animate Shadows (PC’s shadows bind
PCs if they fail save)
7. 13.
The door to 10 is locked. Candles on the pillars. Wax statues between
Night: candles burn on the walls. pillars. Anything that casts a shadow is paralyzed.
Wax statues move in total darkness and try to
8. attack.
Pitch black. Anything that casts a shadow is
paralyzed. Painting on west wall covers secret HD 1; AC 11; ATK (d6); Move as human; SAVE 17;
tunnel. Same at night. XP 15; Special: Immune to blunt weapons

9. 14.
Harold, old crippled man, sits by himself. Can’t Bathroom. Sack of gold sits in the toilet. Whistling
talk. Has a lantern he will shine into 8 if he hears noise from toilet. Dislodging it reveals the straight
someone at the door. pipe into the sky, creating a strong suction. Save
Night: Harold’s not crippled, has fingers down vs. hand being pulled into pipe. Nearly impossible
child’s throat. Kid vomits fire at target. to be freed. Other toilet as wax figure with arm
stuck. Night: wax figure has slit own throat. If
removed, arm is bloated and bruised.
10.
Still-life daycare. 11 wax children play “ring
around the rosie”.
15.
Night: candles melt the wax. Sing the song. If you Solid wax fountains flank walls. Wax has sealed
can finish, a demon possesses a kid. hall on south end. At night wax melts, become
wax ooze.
Demon: HD 6; AC 16; ATK 2 claws (1d6); MOVE as
human; SAVE 11; XP 1,100; SPECIAL: Magic Wax Ooze: HD 5; AC 11; ATK (2d6); MOVE as
Resistance (25%), Spider Climb, Immune to Fire, gelatinous cube; SAVE 12; XP 400; SPECIAL: hot,
Gibberish engulf
Hot – touching the wax ooze burns for 1 dmg
Gibberish = save or be stunned for 1 round Engulf – wax ooze attempts to surround target
Demon jumps between kids every round. and turn them into wax statue

11.
Wax children in time-out.
Night: wax melts, they’re monkeys not children.
They try to steal and flee.

12.
Coat room. Can only be worn by a child sized
person.

Spider Climb coat


Bat form coat
AC +1 coat
16. 18.
A bed with a naked lady on it. She wants to be Flying-mount-holding-area. Pit traps in front of
painted. If painted her soul will be trapped in the both doors to 19.
painting and she can be let out once free of the Night: If Gilray is alive, she will be standing on the
dream. ledge, feeding her Peryton. She will say “I don’t
Night: if she’s been painted and a witch has been recall you, but it seems like I may have seen you
killed, witch’s spirit will possess her corpse and be hundreds of years ago.”
trapped on the bed.
“My baby is hungry.”
17.
Looks over 18. Two wax statues lean over the She will flee on her Peryton if weak, but if it dies
railing. she will surrender and answer any question she’s
Night: Chandelier in 18 illuminates two beautiful asked with a false answer.
women, casting elongated shadows of them.
Women want an argument settled (who is Peryton: HD 4; AC 13; ATK (2d8); MOVE as human,
prettier?) and want PCs to settle it through fly 40’; SAVE 13; XP 400; SPECIAL: Immune to non-
combat. magical weapons

Shadows will attempt to possess PCs and make 19.


them fight down below in area 18. Pedestal in center of room with chest on it.
Walking X amount of feet in the room ages you X
If the fight is finished and a woman is declared years. There’s a lever in the small western closet
prettier, she gives her champion a magical, witch- that reverses the aging, so that every X feet you
slaying blade. walk de-ages you X amount of years.

The Chest contains a spell book with 1d6 Witch


Spells in it

A +1 dagger of shadows, when stabbed into a


shadow, target must save vs. paralysis

Black-Wax Candle, when burnt creates magical


darkness in 30’ aura around candle.
7. High Plains Church
Day: 20 commoners sit in congregation at all hours of the day. The preacher preaches about
abstinence, protecting children, slaughtering cattle for appeasement from a forgotten god, and
everyone is unnaturally nice and will tell the Party all the nice things that this place offers
(bountiful harvest, beautiful breeding women, tasty chocolate treats).
Night: the 20 commoners become twisted revenants. Their major tactic is barring the door and
setting the whole church ablaze with the party inside. And outside, four skeletons climb from
the grave.
• All commoners have 1hp, are immune to fire, wield either a pitchfork (1d4) or
throw rocks (1dmg), and love to set themselves on fire and run at the party.
• Skeletons: HD 1; AC 11; ATK (d6); Move as human; SAVE 17; XP 15; Special:
Immune to sleep and charm
• Crow cage hanging from cables connecting islands.

8. Blount Lake
Poisoned. Drinking even one sip gives a random curse. It can be touched, bottled, swam in, but
not drank. DRINK IT! I DARE YOU!
9. Corvalus Spire
1. 5.
Left door is locked. Right door isn’t. Large painting Locked. Brewery. Cauldron sleeps during day,
points to a different door at day or night. wakes and attacks at night. Potions are all caustic
and dangerous.
2.
Room full of tiny, bird coffins. Secret door opens in 6.
the moonlight. Painting room, overlooks lake. At night the
paintings move and reveal an crow’s cage.
3.
Room full of bird feed. Rotting with maggots at 7.
night. Owlery. So many owls. Come and go. Caretaker
here during day (Courtney, level 1). Will send
4. messages to other people’s dreams. If attacked will
Weak, aluminum spiral stairs go all the way to the release the owls. At night she’s the witch
top. Large tapestries hang down, weathered at (Corvalus). Owls all beg to be set free.
night.
Random Tables
Random Witch Spells
With Spells are odd and require interpretation. Roll two d20 to create a random witch spell.

1. Blood 1. Blood
2. Gold 2. Gold
3. Water 3. Water
4. Oil 4. Oil
5. Skin 5. Skin
6. Grass 6. Grass
7. Life 7. Life
8. Death 8. Death
9. Stone 9. Stone
10. Eyes to 10.
11.
Eyes
Bones
11. Bones
12. Air 12. Air
13. Fire 13. Fire
14. Dust 14. Dust
15. Lead 15. Lead
16. Silver 16. Silver
17. Weapons 17. Weapons
18. Clothes 18. Clothes
19. Light 19. Light
20. Darkness 20. Darkness

Some examples:
Skin to light – save versus your skin searing into beams of light.
Dust to Bones – all the dust in the room condenses into a creature
Air to stone – the room is turning into a solid block of stone, what do you do?
Darkness to skin – anything that casts a shadow is alive

Interpret these to create something horrific or hilarious. That’s up to you.

Random Curses
1. Change gender 12. Always accused of horrible crime
2. Lose any game of chance 13. Possessed for an hour every night
3. Cannot sleep 14. You contaminate water
4. Cannot eat 15. Split into two opposite alignment selves
5. Clumbsy who battle for survival
6. Cannot start a fire 16. You have a child with a dragon somewhere
7. Animals hate you 17. You always sink and cannot swim
8. Imp follows to torture you 18. You cannot jump
9. Buildings fall apart around you 19. Anytime you see water you vomit up a
10. A demon learns your name bucket of frogs
11. Anything you touch loves you 20. You cannot tell the truth
The End
This is something I’ve been working on for a year. Off and on. Had most of it done and put it away
because I wasn’t sure about it. But I reread it and was like “damn, I should finish this.” So here we are.
And I like it. I’d like to run it. It’s a little weird, but I like weird. It could be very deadly, and it could lead
to a lot of interesting consequences. I know my players would enjoy having a dreamscape all to
themselves.
It’s the longest dungeon I’ve completed and it could last you a few sessions, maybe. Depends on
how long you play and what your party wants to do. I don’t really know what I wanted when I made this.
I saw Dyson’s amazing floating island map and just knew I had to do something with it. And I’ve always
been fascinated with dungeons tucked into weird places (my two most popular dungeons being in a
snow globe and a painting).
Witches being weird and wacky is something I’ve been working on for a while too. It’s not
uncommon, but as my players have been more accepting of my wackiness, I’ve been pushing it further.
Introducing things that just happen without any saves, or things that entirely alter their characters.
These are things that they always are horrified by, but that always push them to new ideas. They try.
They try harder than I’ve ever seen them try.
So maybe that’s what this. Just another challenge to my party. If so, I hope they succeed and
maybe when you read this you’ll think of your party. And if you see them having fun, I hope you steal
what you like and run it for them. Have a good time. Make their night memorable.

Good luck and don’t die,


Battle

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy