”Deep in the bowels of this forsaken labyrinth stands a strange monolith adorned with blasphemous runes. The stone whispers ancient curses in maddened voices. Its language is that of the Abyss – infernal and sacrilegious.”
Just a little bit of “dungeon dressing”. I’m imagining the monolith to be somewhat sentinent, so a player character with the right knowledge can communicate with it. Initially it would be very helpful and provide sound advice, but sooner or later it would require something in return. How far will the players go to please the monolith? What would they be willing to pay?
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Created in ancient times by the great (and sadistic) dungeon master Rubik, the cube is an artifact that can alter the layout of his underground lair. To attract victims, Rubik would intentionally spread rumours about great tresure hidden in the depths of the labyrinth. As adventurers delved into the dungeon he would use the cube to constantly switch rooms and corridors around until the spelunkers lost their way. As Rubik would place food, water and other supplies in the dunegon, some adventuring parties roamed these maddening hallways for years until finally perishing.
I drew this map mostly as an experiment to see if I could pull it off. While probably not very useful for using as an in-game map, it was a lot of fun to make.
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The Lost Library is a dungeon map I created for my Dunkelmoor campaign environment, however it is “generic” enough to fit well into most fantasy campaigns. Feel free to download the map and print it for personal use at your gaming table.
Rumours of an ancient, subterranean library filled with long forgotten knowledge and secrets should be something that piques the curiosity of most adventuring parties.
The idea of such a place fits well into many D&D campaigns, and it provides a great opportunity for the Dungeon Master to throw out hooks for new adventures. Spending some time with the dusty tomes could let players find clues to other hidden places in the world, such as the Ghoulshaft of the Ossuan Desert.
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The Spudfield Good Girl is a free two-page adventure for use with Dungeons & Dragons. It was made with the B/X edition of the rules from 1981, but can easily be adapted to any edition of the game.
The adventure is meant for a party of low level (1-3) adventurers but can be adjusted for higher level play by introducing tougher enemies. If you choose to make the adventure harder you should consider increasing rewards/treasure as appropriate.
The Spudfield Good Girl is a fantasy adventure with light horror elements, but nothing too gruesome.
Conrad and Eliza Spudfield and their five well-mannered children are in need of adventurers. Two days ago, when Eliza was about to bring up some potatoes from the root cellar under their kitchen she spotted a monster! An undead abomination peered at her from the shadows. She quickly escaped up into the kitchen and slammed the hatch shut. Eliza heard growling from below, and then everything went silent.
Conrad bolted the hatch securely and just to be safe they moved their large cupboard onto it. They need adventurers to go down the hatch and dispose of the monster so that they can gain access to their food supply or there will be no spuds for the children trickin’ and treatin’ on Olde Hallow’s Eve.
Free to download for personal use
The adventure is completely free to download and print for personal use with your gaming group. Please do not re-publish the adventure without my written consent. You may never sell copies of this adventure.
Would you like to translate this adventure?
Some of my previous adventures have been translated by other gamers to their native languages (for example Italian and Portuguese). Please reach out to me if you’d like to translate The Spudfield Good Girl into your own native language and I can provide you with the source material. E-mail me at email@example.com.
In loving memory of Doris
This adventure is dedicated to the best friend I’ve ever had, who I miss so dearly. You were such a good girl.
Let me be very clear: the content on this website is free for personal use, and it will stay that way. That said, I sometimes get questions if there’s any way to support my work. If you insist on giving me a tip my Ko-Fi account is https://ko-fi.com/pathspeculiar. This will make me very happy, but is not expected!
BREACH is part fan art for the great game “Carrion”, developed by Phobia Game Studio (published by Devolver Digital), part illustration for my Termination Shock sci-fi setting.
Carrion is a reversed-horror metroidvania game, where you play a horrible blob-like creature trying to escape a science lab. I had so much fun playing it, and I’m really hoping for an expansion as the game is quite short.
Termination Shock is my sci-fi setting concept for OSR style tabletop roleplaying games.
Vanadis-13NE is a manned space station in orbit of Neptune. It’s main purpose is to scan for information about Neptune and it’s moons, but also to pick up radio signals from space and monitor astronomical phenomena in the Kuiper Belt and beyond. It was built by the Swedish Space Agency in 2090 and deployed shortly after, it is currently the only earth construction in Neptune’s orbit.
Vanadis has a crew of four scientists who typically serve for 24 months on overlapping rotations. It can host another 10-12 people in temporary quarters when needed, and other earth ships may dock to replenish supplies and get help with repairs. It get’s lonely out there, so the crew of Vanadis-13NE are happy to welcome guests whenever possible.
As Dungeon Master you’re responsible for making up interesting and rememeberable non-player-characters (NPCs). It’s easy to focus on the most exciting ones – evil villains and mighty heroes. However, I think it’s really important to also present mundane NPCs to your players.
Creating some friendly and likeable townsfolk can really bring another layer to the adventure. Give the player characters something to protect. Not all adventures needs to be about finding gold and treasure (although that is certainly important as well). If you can get the players to feel for the common folks they will get more invested and put themselves in harm’s way to keep them safe. Can you get them to embark on adventures without any other reward than the gratefullness of the village?
The Spudfields are just those kinds of NPCs. Warm and welcoming, truly friendly an honest people. They don’t have anything more to offer than their friendship and a warm meal – but sometimes that might be just what the adventurers need.
In early editions of Dungeons & Dragons (as well as in many of their modern day OSR clones) one of the goals of the game is to advance in power and wealth to the point where you can build a stronghold. The type of stronghold your character can build depends on his class; clerics build temples, magic-users erect towers, thieves establish guilds, etc.
In D&D B/X from 1981 (as well as in it’s outstanding modern clone “Old-School Essentials“) the fighter is the only class save the halfling without a level restriction for establishing such a stronghold, although they still need to raise the funds somehow. This is my vision of a typical fighter keep, this one located in secluded Dunkelmoor which is a backwater part of my campaign world.
Forget the romantic idea of thieves as roguish scoundrels, daring swashbucklers and charming tricksters. The townhouse of the thieves’ guild is a sombre place, it’s labyrinthine hallways filled with tragedy, deceit and greed.
There is no honor among thieves, only ruthless ambition and a long trail of suffering. Sooner or later this trail always lead to the House of Withered Flowers.