Category Archives: Micro-Dungeons

Small Little Dungeons to throw at your players.

The Lair of Lennok the Wanderer Part I

So I’m running my Dungeon Crawl Classics thru a little home brew dungeon. I figured the fun way to post about is in a simple serialized form. So as the party gets thru various parts, I’ll rant about it. It’s part session summary, part adventure write up. And sure I’m running with DCC but I know you’re smart and easily changed it over to whatever system happens to be your flavor of the day. And when this is all done, I’ll scan the map including my hand scribbled notes.
The Quest/Hook: One of the PC’s decided they wanted to get Patron Bond for a specific patron (Hecate from Angels, Demons & Beings in Between) Well. Sounds like a quest to me. The character goes on a week long vision quest and learns that they need to go to The Big City and find the person to teach the character the spell (which they do). The NPC agrees but there’s a catch. A child with the gift of Second Sight was born in remote village and someone has kidnapped the child. The party’s quest. Find the child and return her to the mentor (not the child’s parents). They agree and it’s off to the village and a little detective work. They finally track down where they need to go. A mysterious ring of stones deep in the swamp.
Getting into the Damned Place: Never said this was going to be easy. The only things within the ring of stones are two statues which animate into living beings as soon as the characters enter the ring. One is a dark robed figure. And the other a lithe elfin maid. The robed figure is the Guardian of Fate. The maid, the Guardian of Free Will. This turns in a roleplaying puzzle.
First, the guardians do not acknowledge the other’s existence. Such as Free Will saying, “Fate doesn’t exist.” Or Fate saying, “Free Will is an illusion.” Let the banter begin. Finally, the player characters will ask a question that will put them on the path to the solution. More than likely, “How do we find the girl?” or “How do we get into the dungeon?” or something like that. Free Will will answer with something like “You have to choose to find the gir.” Fate would say, “You have to accept your Fate.” Get it? To open the portal to the dungeon, each character must choose Fate or Free Will. For DCC here’s the side effects for making the choice. For Fate, the character’s Luck is increased by one and one random ability score is reduced by one. For Free Will, the character permanently loses one point of Luck but gains a point in any other ability score of their choosing.
Into the Hallway of Death: For most old school players, this shouldn’t be too much. But some of my players aren’t used to it so things got pretty tough for them.
Trap 1: Your standard pressure plate triggered flame jets. (DC: 12 REF Save or take 1d6 and be on fire!)
Trap 2: Pit Trap with illusionary floor: This was immediately after the Flame Jets. (Falling in causes 1d6 spikes to pierce that character each doing 1d4 damage) Plus any fools who are fire who happen to run forward….
Trap 3: At the end of the hall, standard poisoned arrow trap. (+3 To hit, Damage: 1d6+ DC: 10 Fort Save or be at -1 to all rolls for 2d6 hours.
The First Room: Or I should say guard room. Guardian Golem: Init: +1; Attack: +3 for d8 Damage; AC: 15; HP: 24; +2 All Saves; Special: Immune to Charm, 1/2 damage from non-magical attacks. Laser Idols (guarding the only other exit): +0 To Hit and does 2d3 damage when any one approaches within 5 feet of them. The only way to disarm them, it take out their ruby eyes (each worth 50 GP).
The Necromancy Lab: Wander further into the dungeon and they what is obviously a Necromancy Lab. Important Safety Tip: When you find three sealed coffins. Open no more than one at a time. Opening more could cause a TPK which nearly happened.
Coffin 1: The Elf Wight: Init +2, Attack: +3 doing d8+1 Damage; AC: 15; HP 18; Saves: R +4, F+3, W +4; Special: Undead Traits. Loot: Shield, Suit of Elvin Chainmail, The Necro Blade: When the wielder kills a living being with the sword roll 2d6 and heal that much unless doubles are rolled then the aforementioned living being is turned into zombie (not under anybody’s control). When the wielder successfully attacks an opponent, he may opt to turn a normal hit into a Critical Hit. The only cost is to permanently lose 1d3 HP and one point of Personality as the sword consumes the life force and soul of the wielder.
Coffin 2: Banshee: Init +3, Atk: +2 1d3 Stamina Drain; AC: 12, HP: 14, Saves: W +6, F +3, R +4, Special: Fly at 40′, Undead Traits, Cause Fear: DC: 12 Will Save or flee in terror for 1d6 rounds and make another DC: 10 Will save to keep from dropping whatever the character has in hand. On a roll of a Natural 1 on the first save make a DC: 10 Fort Save or die from fear. If successful then character still has some sort physical effect. Yes, this did happen and we know have an elf with white hair. Loot: Necklace (150 GP), Cursed Ring (I haven’t quite decided on the curse yet..)
Coffin 3: Bag of Skulls: 12 Skulls each with the following stats: Init: +2, Attack: +1 for 1d3 damage, AC 11, HP: 3, Saves: R +2, F +1, W +1; Special: Undead Traits, Fly at 30′. Sorry no loot here unless you count a large sack.
Note: The PC’s opened coffins 1 and 2 at the same time after having an easy time dealing with the Bag of Skulls.
And that’s as far as they got.
Till Next Time. Kill Monsters, Take their stuff, and HAVE FUN!

Murderous Mutant Tomatoes

This is part adventure and part session notes from my Mutant Crawl Classics game. I ran this a while ago while we (Kickstarter backers) were waiting on the PDF’s of the adventures to be released.  So take it as you will.

Background:

King Roma is crazed plantient set on revenge against the murderous meatbags of the world.   He had discovered a data cube of the Ancients and learned (misinterpreted) the dark secrets of the Ancients.  They had kept plantients as food; raising them in things called farms or gardens. There were some Ancients who were so vile that they ate only plantients.  These atrocities must be avenged.

The Set Up:

I ran this after the PC’s were returning to their village after going through their 0-level funnel.  They found the village had been attacked and ransacked and that all of the villagers were missing. It was pretty easy for them to find the trail and start tracking the raiders.

The Monsters: Here’s the stat’s for the main monsters for this whole thing.

  • King Roma: Init: +1; AC: 16; Atk: +2; DMG: 1d6+1 Action Die: 2d20; HP: 35; Saves: Fort: +4, Ref: +4, Will: +2; Special: None
  • Cherry Tomato Concubines: Init: +1; AC: 11; Atk: None (See Special); DMG: None Action Die: 1d20; HP: 6; Saves: Fort: +1, Ref: +2, Will: +1; Special: Aura of Misfortune: When a character attacks or uses a Mutant Power against a Concubine or King Roma, the character must roll under their current Luck score on a d20.  If successful then the action proceeds as normal. If the character fails the Luck check then it is assumed that the character rolled a Natural 1 on their attack/Mutation Check. Run with it.
  • Garden Variety Goons: Init: +1; AC: 12; Atk: +1; DMG: 1d4 Action Die: 1d20; HP: 6; Saves: Fort: +0, Ref: +0, Will: +0; Special: Pack Tactics like Manimal Class.
  • Beef Steak Brutes: Init: +1; AC: 12; Atk: +3; DMG: 1d8 Action Die: 1d20 or 2d16; HP: 18; Saves: Fort: +2, Ref: +2, Will: +1; Special: None
  • Heirloom Shaman: Init: +1; AC: 14; Atk: +0; DMG: 1d4 Action Die: 1d20; HP: 6; Saves: Fort: +0, Ref: +2, Will: +2; Special: “Spells”: Poison Dart, 2d4 damage, DC:14 Fort Save for half damage; Ketchup Slick: DC:12 Ref Save or fall prone and needed to move; Tangle Vines: DC: 10 Ref Save to avoid, DC: 12 STR check to break free.

The Village: I just drew the map as I needed during play. There are four building in the village. I also kind of just made up the numbers of opponents based on the party.

  1. The Green House:  Divided into two sections. One is the common room.  Here are Goons, Brutes and at least one Shaman. The Nursery section contains a Nursery Bot: Init: +2; AC: 14; Atk: +0; DMG: 1d5 Action Die: 1d20; HP: 36; Saves: Fort: +4, Ref: +0, Will: +2; Special: AI Recog: 19. and a Control Panel. If the PC’s mess with the Control Panel, they release the super fertilizer toxic goo. The goo has the following effects:  Any Plantients roll as if they had suffered Radburn. All others must make a DC: 14 Fort Save or suffer 1d5 damage.  The toxic goo acts as Cortexin (See Museum at the End of Time) but only on plants. This animates the Baby Tomato Swarms: Each Swarm has:  AC: 11; HP: 8; Saves: Fort: +0, Ref: +0, Will: +0; Special: Non Area Effect Weapons do 1 HP of damage. When a character is “attacked” by a swarm, attempt DC: 11 Ref save or take 1d3 damage.
  2. The Garden Shed: Here be artifacts. Vibro-Plasma Chainsaw: does 2d8 damage; uses 1d16 for initiative;  increase wielder’s Fumble Die by one die step. Wonder-Gro Fertilizer: Heals Plantients of 2d4 damage; all others DC:14 Fort Save or take 2d5 damage. Golpher Grenades (crude plastic figurines of a common burrowing rodent): 3d6 damage in 20 foot radius; DC: 12 Ref Save for half damage. 3 C-Cells.
  3. The Smoke House: Filled with hanging smoked meat. Player A: Nope the villagers aren’t here. Player B:  Uh, I think we just found the villagers. Player C:  Oooh BACON! Rest of the Party: Ewww.  Manimals…
  4. King Roma’s Hot House: This is the boss fight. King Roma, Concubines, Shaman and some Brute Bodyguards.

Enjoy!

The Not-Adventure Adventure

I had this crazy idea the other day. The Not-Adventure Adventure.
It starts off pretty typical. A little village filled with bumbling peasants hires a group of hearty and greedy adventurers to care of a monster problem. But here’s the catch. There is NO monster.
Through a series of unfortunate events, half truths and misinformation, the villages honestly believe that they are being plagued by a big mean nasty monster. So the only natural thing to do is hire some adventurers.
So the party goes on its usual way to track down “The Monster”. The usual methods turn up pretty much nothing. If they take the time and dig just a little deeper, they realize that the villagers are just being, well, villagers.
Here comes the interesting part. What does the party do? Do they try to convince the villagers that there is no monster? Do they kill something else and try to pass if off as the monster? Do they ride the gravy train for as long as they can and take advantage of the villagers? Or just maybe do they throw their hands up in frustration and walk away? If done just right, this might a fun a little session to throw the party off balance a little bit.