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*In a responsible manner that does not involve driving.

Damian Secol (order #5719140)


Damian Secol (order #5719140)
Damian Secol (order #5719140)
One Page Dungeon Crawl
The Iron Cloud
by Caelum Roberts
Troubles Root
by Fraser Nelund
TheWitchs Hut
by Kevin Flynn
The Giants Dollhouse
by Jens Thuresson
The Tavern at the Edge of the Word
by Jim Pacek
Contents:
Setup....................... ........................ 1
OPDC 2013 The Iron Cloud................ 2
OPDC 2013 Troubles Root................4
OPDC 2013 The Witchs Hut..............6
OPDC 2013 Giants Dollhouse...........8
OPDC 2013 The Tavern....................10
Endgame/ Rewards ........................ 12
Written and Illustrated by Aaron Frost
Edited and Original Concept by Mundi King
This work is released under the Creative Commons
Attribution-ShareAlike 3.0 Unported License
http://creativecommons.org/licenses/by-sa/3.0
While we are proud to present the following One Page Dungeon Contest 2013 submissions in their origninal
form, their inclusion in this work does not indicate endorsement by the respective creators. The works are in-
cluded, and built upon, through the Creative Commons Attribution- ShareAlike 3.0 Unported License.
Introduction
Our challenge was not to create a one page dun-
geon, but to choose fve that already existed and
thread them together around the theme of drunk-
en abandon.
Before each original OPDC 2013 entry, there is a
page that adds some additional set up or suggested
changes to the adventures to make them ft the
theme.
There is also a 21 and over section for each
adventure for those gaming groups of legal age
to drink. While this creates a framework for the
players to drink along with the characters, it is by
no means an excuse to abandon common sense.
If you and your group are old enough, and like to
drink beer, then by all means make it an epic night
and see if you can get through all fve One Page
Dungeons, just do it responsibly and have them
crash out at your place. No driving, no stumbling
home, and no throwing up on the carpet.
Apologies to our international friends for the beer
choices that are widely distributed in the United
States. It is not from a lack of respect for your fa-
vorite beers, but rather a lack of frst hand knowl-
edge. As always feel free to substitute your favor-
ites as this is your adventure now (quite literally).
Do you hate Sierra Nevada (you bastard!)? Let us
know what beers you would have used over at the
RandomWizard blog.
-Cheers
Damian Secol (order #5719140)
1
Setup
Take some time to read through each of the
adventures before play begins. An efort
has been made to link them together, and
having prior knowledge of how each of the
One Page Dungeon Entries can work togeth-
er will help preserve some sense of gonzo-
continuity.
The characters are gathered at a favorite tavern
when they are invited to join a mysterious fgure
in that ominous table in the shadowy corner that
no good every comes from. An ale is waiting for
each character, and the mysterious fgure, a Satyr,
beckons then to join him. He informs them that
he is non other than Rucchus (/rukus/), a lesser
god of fermentation including various cheeses but
also, and most importantly, obscure and difcult
to fnd beers. And brawling, but he doesnt go into
that part so much.
Rucchus has a small problem, and the party
seems ideally suited to aid him. Not unlike his
favorite brews, he too has grown increasingly
obscure and has become diminished.
Rucchus will ofer a quest to the characters. Its
completion will serve as an act of tribute and help
restore a modicum of the minor gods former
glory.
Spread far and wide throughout the realms, there
are fve of the greatest libations every consumed
that are now all but forgotten. The characters must
travel far and wide (sorry, but I just have to clarify
that the image to the left is wearing a leaf to preserve his
modesty. It is not my interpretation of what a satyr penis/
scrotum would look like) and drink their fll of each.
The various brews must be consumed in a specifc
order. The frst is Iron Cloud Stout, which is quite
literally from another genre altogether. It can be
found within the once great fying fortress drift-
ing aimlessly in the sand wastes.
The second beverage is rare Hobgoblin ale which
can be (sorry to interrupt again, but this one time I drew
an orc assassin on the cover of Meckwicks Challenge
which virtually no one ever saw, but this one guy kept
insisting that she was topless, and I was like, no, she is
not topless, she is wearing a black bikini top- thing and
besides Im pretty sure orc women have nipples too, and
he was like the black is meant to be shadows to hide her
nipples and I was thinking I drew the fucking thing,
If I wanted her to be topless I would have drawn nipples
which I can, um, draw. And he was like Still, she seems
kind of topless.) found near the town of Edgewood.
The local Blacksmith can be of assistance.
Witchs mead can be found within a hut deep
within the peat bog (assuming there is just one).
Botherhill lager has become unavailable since
Botherhill himself has gone missing after stum-
bling into a hillside forest.
Once the characters have imbibed these four, they
should travel to the Tavern (at the Edge of the
World) where ( so, just to be clear. .NOT A GOAT PENIS.)
Rucchus will share a pint of Goatfst Ale. Of
course he promises them glory and a magical
tankard that reflls itself.
Damian Secol (order #5719140)
2
On the third level of the ruined metal airship
there is a room that is occupied by androids play-
ing a knife game, better known as stabscotch.
The androids are consuming liberal amounts of
Iron Cloud Stout, a futuristic libation in which
the foam seems to pour ever-downward within
the mug. This efect has been achieved by the
addition of the mutagen-causing gasses that can
be found throughout the empty spaces of the
airship within infated cells.
The androids (01, 02, and 03) are a friendly
enough bunch, and will invite the characters to
join their game.
Stabscotch:
In order to play, the character is given a mug of
stout and must drink heartily before attempting
to sink a knife between their fngers and into the
metal table. This can be represented by making
eleven attacks at the spaces near the fngers. The
frst space to be attacked is the large area on the
outside of the thumb. This space should be rela-
tively easy to hit, and it would not be unreason-
able to make this an automatic success.
The second space to be attacked is the space
between the thumb and pointer fnger. This space
is relatively large as well, and a bonus to hit should
be applied. The third attack, and every odd attack
is at the large space on the outside of the thumb,
so these attacks could hit automatically.
The fourth, sixth, and eighth attacks are more
challenging, with the difculty increasing by
two for each of these attacks.
The tenth space to hit is the outside of the pinky
fnger, and then the back to the outside of the
thumb for number eleven. Treat this attack as
automatic as well.
21 and Over: Use Guinness Extra Stout for
Iron Cloud Stout, but you knew that already.
Dont be an idiot and try to pass this challenge
as a player with a real knife. You will fuck up
your table and probably your hand. Friends and
paladins do not let friends (or other paladins)
drink and drive. Not even a 4x4 Mitsubishi van.
The Iron Cloud
Original One Page Dungeon Contest 2013
entry was submitted by Caelum Roberts
Damian Secol (order #5719140)
3
Damian Secol (order #5719140)
4
Troubles Root
Original One Page Dungeon Contest 2013
entry was submitted by Fraser Nelund
What would it take for you to turn your back on
everyone you have ever known, craft weapons and
armor for their enemies, and turn a blind eye to
the wanton slaughter of your kin? Hobgoblin ale,
thats what.
The trouble with hobgoblin ale, aside from strip-
ping away ones humanity, is that it is hard to get.
The good news is that the brothers Fairlane know
where it is, and a whole lot of pissed of villagers
have a rough idea of where to fnd them.
In the original One Page Dungeon Contest (OPDC)
entry, there are three barrels of Hobgoblin Ale
at location 7 on the map. This is not very deep
into the dungeon, and the party could, very easily,
avoid most of it. Lets change that. In room seven,
there is a note laying on the foor with the follow-
ing message:
Assface,
Have the boys move the barrels of ale to my forge before I
get back from the peat bog.
A second note can be found pinned to the door of
room 17 with an arrow. The note simply states:
Jackhole,
This is my week! Stay out of the bog.
Designated Driver:
When the characters emerge victorious from
the hobgoblin lair/ weapons factory they will be
greeted by android 02, from the Iron Cloud, who
will inform them that it is his primary function to
provide safe conveyance for impaired personnel.
He will ofer to bring them to their personal living
quarters, but can be easily tricked into taking the
party to the next dungeon location in the 4WD
Mitsubishi van .
21 and Over: Use Sierra Nevada Pale Ale for
hobgoblin ale, and possibly Goldschlager if
you want to simulate a living metal drink and
want to hasten the inevitable vomiting.
Dont be an idiot and assume your group of
players needs to consume three actual kegs of
beer here. This is only dungeon 2/5. Pace your-
selves jackholes! In other words, drink responsi-
bly and give your keys to the android.
Damian Secol (order #5719140)
5
released by Fraser Nelund under the Creative Common Attribution-Share Alike 3.0-http://creativecommons.org/licenses/by-sa/3.0/
1. Shallow cave. The rock is
roughly hewn, otherwise
unremarkable. A lone hobgoblin
guards stands guard.
2. Foyer. The doors leading north
from this room are covered with
leather and fit snugly into their
frames. A pressure plate (activation
lever located in the mess hall)
causes the four nearby secret
doors to slide open, releasing the
swarms from the side rooms.
3. Alcove. This room contains
several fetid animal carcasses. A
spider swarm streams out of the
carnage and through any open
doorways to attack the PCs.
4. Alcove. As room 3.
5. Mess hall. Contains 2 tables 16
chairs and 5 hobgoblins. A galley
kitchen, vented to the surface,
extends from the southeast corner
of the room.
If the hobgoblins have heard the
PCs three of them will run to room
6, arm themselves with longbows
and make use of the arrow slits in
the wall between rooms 5 and 6.
The remaining two will knock over
a table and block the PCs path to
room 6 while yelling for support
from the sleeping quarters (8).
If the hobgoblins are unaware of
the PCs, they are caught eating,
sitting around one of tables in the
room. They will raise the alarm and
attack the PCs in hand-to-hand
combat.
6. Armory. The room holds 5
longbows and 200 arrows, 3 suits
of chainmail are hung on the
Northern wall, 2 battleaxes, 5
longspears, a small halberd and
small short sword lie in a pile in the
southwestern corner.
7. Store room. 100 days worth of
trail rations sit on shelves along the
western wall. 3 bottles of fine wine
and bread, cured meats, nuts and
berries line the north walls
shelves. 3 kegs of beer sit in the
northeast corner, concealing a
small hole where the northern and
eastern wall meet the floor. Within
are 2 healing potions and a rare
bottle of whiskey.
8. Hobgoblin quarters. There are
15 cots. 5 are occupied. If roused
by a commotion in the mess hall
(5) the 5 hobgoblins arm
themselves and rush to join the
fray.
9. Hallway. The hallways walls are
smoothly carved. The ceiling is
riddled with holes, about 2 inches
in diameter. The floor is flagstone.
Several stones are trapped.
Pressure plates trigger arrows from
above.
If the alarm has been raised this is
where Jarret the ranger and his
hobgoblin attendant (10) will attack
the PCs. Jarret will cast spells to
slow them and loose arrows from
his darkwood bow until he is badly
hurt. He will then order his guard to
remain whilst he flees deeper into
the dungeon, hoping to find
protection behind the ogres (15).
10. Office. A large desk and
several chairs sit in the center.
Inside the desk are various ledgers
denoting arrow and armor
production. Several lengths of
darkwood lay along the southern
wall. If unwarned the ranger and
his hobgoblin lackey are reviewing
orders at the desk when the PCs
arrive.
11. Workshop. The ranger creates
darkwood weapons here. Lathes,
knifes and other tools of the craft
lay scattered over his workbench,
alongside an unfinished bow. A
darkwood longspear leans against
the eastern wall.
12. Passageway. The long narrow
passage ends at a hole in the
ground. Still water lies 60 feet
below the lip of the opening.
13. Rangers quarters. Plants
abound, potted and rooted in piles
of dirt strewn about the room.
There is a bed of pine boughs in
the middle of the room. Two orbs
shine from above; they feel like
sunlight on the skin. A barrel sits
atop a table in the northeast corner
of the room, a watering pail beside
it. In the bottom of the water barrel
is the severed head of an ettin.
14. Anteroom. The northwest
corner of this room falls away. A
PC falling with it lands in the well
(12).
15. Root cellar. Roots intrude from
the 20-foot high ceiling. Some hang
far enough down to have implanted
themselves into the piles of dirt and
scraps on the floor, most dangle
above the poorly leveled floor. The
longer roots are planted in piles of
dirt, metal shavings and sawdust.
Two ogres labor here, arranging
and lengthening the roots. They
have used their axes to begin
pulverizing several sections of
trunk strewn about the room. The
entire room is difficult terrain and
occupants must check each turn to
avoid entanglement.
16. Corridor. The walls, ceiling
and floor are smooth, carved stone.
The ogres labors have produced 4
sacks of living steel, which lay
against the western wall.
17. Blacksmiths quarters. There
is a neatly made up cot, a small
table and a chair. A living steel
breastplate hangs from the
northern wall. A suit of living steel
chainmail is hidden in the mattress.
18. Forge. John the blacksmith
works here, shaping the metal the
trees have produced under the
rangers ministrations into magical
arms and armor. A hobgoblin
works the bellows. John is
unarmored but attacks the PCs
with his living steel sledgehammer,
still hot from the forge.
Masterworked tools and a thick
leather apron round out his gear.

This is the hideout of the brothers Fairlane. As young adults
their tendencies to excess and eccentricity rendered them
pariahs. They struck out to make their fortunes through
logging darkwood. In time they chanced upon a grove of trees
more fantastic still.
John, who was an apprentice blacksmith, and Jarret, a
ranger, developed a relationship with a hobgoblin tribe. The
brothers trade their unique wares for supplies, booze and
protection.
Hobgoblin raids have victimized the brothers hometown. The
blacksmith, to whom John was apprenticed, recognized the
Fairlanes craftsmanship on the body of a fallen attacker.
The Approach
A grove of odd trees stands above the dungeon. PCs in the know will
recognize darkwood and the species that produces living steel
amongst them. Stumps indicate a recent culling of the grouping.
Inspection reveals sawdust and tracks leading to the hideout.
During the evening two columns of smoke rise from the hideout: one
from the kitchen (5), a larger plume belches from the forge (18).
2 hobgoblins patrol the surrounding area, day and night.
Notes
Doors are iron bound oak unless otherwise noted.
Secret doors are expertly crafted of sliding stone.
Living steel is incredibly hard and regenerates itself if damaged.
Damian Secol (order #5719140)
6
When the players enter the hut, and are amazed
by how much bigger it looks on the inside, they
will no doubt be drawn to the copper mug flled
with mead. In the interest of ignoring temper-
ance, we will assume that the mead will refll
itself once placed upon the table, so that there is
plenty for everybody. The problem is that the mug
is stuck to the table, and the mead within seems
solid, although not frozen or cold. The symbols on
the table may hold the key to liberating the liba-
tion so that it may be used for the forces of good.
Mass Charm:
Once they have recovered the disks and inadver-
tently triggered the witch, she will appear to the
characters as a beautiful princess from a forgot-
ten age. She tells them that she is Amaryllis, the
princess of fowers. She will continue to inform
them that she was exiled when her sexual exploits
brought shame upon her kingdom.
She tells them she is down for whatever. The mug
will be released, and the mead will fow. Once the
characters drink the mead, they will not be able to
shake the efects of the mass charm spell. All but
one character will wake up in the 4WD Mitsubishi
van in the Iron Cloud without any possessions
or clothing.
Android 02 will be with them, and reminds them
that the last time they were all together they were
pissing over the edge of a hill onto the head of
a sleeping giant. Oh, and despite their collective
fog head, the players realize they all slept with a
hideous witch.
21 and Over: You might get lucky and fnd mead at
a large wine store, but we doubt your players will
turn down a honey wheat beer.
Dont be an idiot just because you are three
adventures in and feeling no pain. While beer (or
mead) can make others appear more attractive
such as in this cautionary tale-of-an-adventure, it
does not, in fact, make you more attractive. Dont
start texting or e-mailing or blog posting, unless it
is to us at www.randomwizard.blogspot.com.
Instead, focus on the task at hand. A sexy hag is
one thing, but we have an overly amorous giant on
tap thanks to Jens Thuresson. Drink responsibly.
The Witchs Hut
Original One Page Dungeon Contest 2013
entry was submitted by Kevin Flynn
Damian Secol (order #5719140)
7
The Witchs Hut
by Kevin Flynn
www.austwiz.com
http://austwiz.blogspot.com.au/
A rumour from the locals suggests that the nearby Witch has been
seducing all the men using an amulet that makes her irresistible, even
though she is old and ugly. No one is able to stop her as every time they
try to act against her she either vanishes inside her hut or seduces all the
men. The women of the region will pay to have her removed.
The witches hut is out on the peat bog, the ground is soft and clings to
you, leaving a dark sticky layer over your feet and legs. People in heavy
armour will quickly become bogged and unable to move. To advance they
must shed the weight (up to GM how far they want to take this).
The peat bog has a very gentle wave to it, with small rises and dips, the
witch has used this to conceal her hut until you get sufficiently close. A
bunch of low growing, spindly trees grow around and through the hut,
restricting access except by the main door. The hut itself looks like an
upside down birds next, a mass of branches and mud standing some 9feet
high at the middle, curving down to give a diameter of some 12 feet. A
single entrance, covered by a tattered, multi-layered, dark brown curtain,
is the only way in. A gentle yellow light leaks out through small gaps in the
curtain. Attempts to enter the hut via any means other than the single
entrance will be reflected back on the users, 100% reflection. The
entrance will take one man sized person at a time, the layering of the
curtain is such that it is not possible to see inside without actually
entering, even with a 10ft pole (this is a magical effect).
As each person enters the hut they will be presented with the inside. The
first thing they will notice is that is it much bigger on the inside, being
some 20ft high and 30ft wide. The inside is dominated by 4 features - a
table in the centre, a large cupboard on the left, a burning fireplace
opposite and a king-sized bed on the right.
The table has a single chair on the opposing side, which is sitting back from
the table as if someone had just stood. On the table is a plate with a half
eaten hot meal sitting on it. A copper mug filled with warm mead sits to
the side. On the chair seat will be three engravings, each a circle 3 inches
across. One circle has a snow flake pattern in it, the other a flame and the
last a symbol that looks like the letter Z (a sleep rune).
The cupboard is large, some 8ft high and 6ft wide, with two doors in the
top two thirds. The bottom third is a single large draw. Opening the draw
will yield as many winter coats as there are players. Opening the doors will
result in a freezing gale force wind with snow flakes blowing out of the
cupboard and into the room. The wind is coming from within the cupboard
but inside is darkness, no amount of light will penetrate the darkness. The
players will need to enter the cupboard to face the Yetis.
When the first player steps into the cupboard they will emerge into a
winter wonderland, and it is freezing cold. If they have not used the winter
cloaks they all suffer minor cold damage every round. One hundred feet
away is a large tree stump upon which is a small round metal disc (with a
snow flake emblem). Immediately the sound of howling will fill the area
and an appropriate number of yeti will attack the party, beginning some
100ft away and emerging from the surrounding pine trees. The cupboard
cannot be used without the disc.
The fire place is large, 6ft high by 6ft wide. A large fire is burning within,
coming from a pile of logs. Any attempt to remove the logs or dowse the
fire will fail. The fire is shedding heat, but curiously not a burning heat.
Placing your hand into the flames will warm them but cause no injury.
Once a player stands in the flames they will be transported to the Cavern
of Fire, one at a time.
They emerge in a large cavern filled with lava and burning rocks. A circle is
carved into the rock within which they all stand. Whilst within the circle
nothing happens, but once one person leaves it that protection fails. Heat
will cause minor damage to everyone, especially those wearing heavy gear
or metal armour (double that if they have not taken the winter gear off).
On the far side of the cavern is stone pedestal on which is a disc with a
flame emblem. Fire elementals will emerge from the lava, or burning rocks
will stand up suddenly, sufficient to challenge the party. They need the
disc to activate the circle and return to the fireplace.
The large bed looks very comfortable and smells subtly of sensuality and
sexuality, regardless of race or sex. Everybody must remove the majority
of their clothing (only bed clothes) and can carry only what they can
comfortably with two hands. They must all climb into the bed and close
their eyes. Once they do they will feel a change. When they open their
eyes they will be in a dream land filled with long tentacles emerging from
the ground, each capped with a single eyeball. The tentacles are 10-15ft
tall and wave back and forth as if there is a gentle wind, but there isnt. The
tentacles nearest the players will bend to watch them with their eyeballs.
The tentacles will fade and re-appear as the players move toward or
through them, completely immaterial. Flying eyeballs will sweep through
the tentacles periodically making crying noises (like a young child crying)
and will shed large tears. If the tears make contact with a player they will
inflict minor acid damage, periodic saves to avoid the falling tears. Some
100ft away, floating at the top of a bubbling pillar of water (acid), is a disc
with a Z rune on it. The players will be attacked by one or more Eye Lords
(Beholders) appropriate for their level. Once they have the disc they will all
need to close their eyes to return to the bed.
Once they have all three discs they will need to place them on the
appropriate circles on the chair to make the witch appear, at which time
she will attack. The witch should enter combat fully buffed and ready to
fight. Her first attack will be a mass charm that will target one race of one
sex (if they are all human males then they all cop it). This will be a Wisdom
type resist, not too hard (average). Failure will mean the target jumps back
into bed and waits expectantly. The witch can be treated like a Hag, but
adjusted for the power of your group. She will be a clerical caster with
access to a few magical attacks spells, curses and lasting afflictions. On her
death she will lay a 'dying curse' on the party that will make all their
financial transactions for the next year cost 20% more than expected.
Once the witch is dead they will be able to search her body and discover a
talisman around her neck - a Talisman of Attraction - that will give the
wearer a strong positive modifier when using charisma based effects, such
as persuade, seduce or negotiate (but not intimidate). However the
benefit of this is always on, and not too controllable. When they return to
the village women to report the defeat of the witch they may have issues
with some of the village women being overly impressed with the wearer.
Damian Secol (order #5719140)
8
The Giants Dollhouse
Original One Page Dungeon Contest 2013
entry was submitted by Jens Thuresson
If the players return with android 02, he will warn
them that the giant has a transmogrifcation de-
vice capable of increasing the density of organic
matter and placing said matter in stasis. (android
02 is immune to the efects of the wand)
Once the characters return from the location
where they frst encountered and subsequently
fed from the giant, they will discover a house
carved into the side of a hill.
Inside the house they will discover various statues
as outlined in the One Page Dungeon. In addition
to these poor souls, the characters will discover a
statue of their missing party member.
One of the statues is the long missing Tendrik
Botherhill, a brewer of some renown and
known drunkard. Slung across his back, and also
turned to stone is a small cask of what must be
Botherhill Lager.
Rumbling in the distant hills indicates that the
giant is returning to his doll house, and that they
probably have about an hour.
Discoverable Things:
- The phrase Poppelmann has an irrational fear
of has been stroked quickly on the portrait of
the giant. The words trail of indicating the artist
was turned to stone before she could fnish.
- The partys gear in the storage room (f)
- A large sack of four in the kitchen (d)
- Artists paints and brushes (these can be really
useful if you change the description of
Poppelmanns wand to have a red and blue gem)
- Two sheets on the bed and a hidden letter.
The reverse side is blank.

21 and Over: Use Heineken for Botherhill Lager.
Dont be an idiot and allow your players to hurt
themselves running around in sheets, covered in
four trying to LARP this thing out.
Dearest Ser Gallant,
I know not of what troubles have delayed your arrival and
my release from this dreadful Poppelmann. He turns us
into stone using one end of his wand, and then changes us
back using the other. There is one thing that you simply
must know if you dare to defeat the monster. Oh dear, I
seem to have run out of parchment! Hugs, Amaryllis.
Damian Secol (order #5719140)
9
creativecommons.org/licenses/by-sa/3.0/
a
b
c
d
e
f
g
h
A. Cellar. Water is cold and bottomless. Eels, and something
bigger. B. Hole in the floor. Thick hemp rope. C. Lounge.
Lots of shoes. D. Crude kitchen. Ladder. E. Dining room.
Expensive furniture & paintings. F. Storage room. G. Library.
H. Bedroom. Painting of Pppelmann.
a
b c
d e
f
g
h
By Jens Thuresson (http://acornafloat.blogspot.com)
IN A NUTSHELL
The giant Pppelmann loves people. In fact, he loves
them so much that he's made himself a dollhouse in the
mountain side, populated with both locals and
foreigners he's petrified with his rod.
THE ROD
The giant's rod is carved from magical pine tree. Two
large, blue gems are tied to each end; one is able to
turn people to stone, while the other reverses the
process.
These poor souls can be found in various positions
throughout the dollhouse. When Pppelmann tires of
them, he often drops them in the dark water below
("cellar" ).
He may also bring them back to life, order them to
change position ("Sit! Bend arm! Smile!"), only to turn
them to stone again.
a
POSSIBLE ADVENTURE HOOKS
After a night in the nearby forest, the players realises that one
party member is missing. Pppelmann has petrified him/her
during the night, and taken the player to the dollhouse.
The players meets one of the very few that has been able to
flee from Pppelmann's dollhouse. She wants them to rescue
her sister. Complication: Pppelmann got tired of her and
dropped her petrified body into the water below. Still alive,
but heavy as hell!
Pppelmann meets the players out in the forest. He tries to
trick them into believing that touching the rod's blue gem
grants them a wish.
AND SOME OF THE POOR SOULS ARE...
LADY DARNTON.Turned to stone 300 years ago while picking
mushrooms. Pppelmann liked her clothing.
TENDRIK BOTHERHILL. Petrified last spring after mistaken the
dollhouse for a real home. Never awoke to his hangover.
SISTER TENDERTEETH. Painted the portrait in the bedroom - and
was then turned to stone.
PRINCESS AMARYLLIS. Princess of Flowers, from far away.
Petrified for at least 800 years. She smelled nice.
COG. Someone's dog. Pppelmann thought it would fit nicely in the
library.
UR'K XIQ'T THE FEARED. Orc from Brimstone Mountains.
Pppelmann told him to hold a tray and then turned him to stone,
because he needed a waiter in the dining room.
Damian Secol (order #5719140)
10
The Tavern (at the Edge of the World)
Original One Page Dungeon Contest 2013
entry was submitted by Jim Pacek
Once the party arrives at the full to capacity
Tavern they will fnd Rucchus waiting for them
at the small round table in the top left corner of
the illustration above. They will enjoy a round of
the house brew to celebrate the conclusion of their
legendary journey to the Tavern (at the edge of
the world). Rucchus will warn them to prepare
themselves for what is undoubtedly the greatest
of all rare brews. He beckons Jasila, and orders a
pint of Goatfst Ale for each party member.
Cut Of (at the edge of the world):
Jasila will refuse to serve the party, as they have
obviously had too much to drink already and the
Tavern (at the edge of the world) does not want to
assume any liability. Rucchus becomes incensed,
and hurls a table with such force that it smashes
through the circular wall.
The Efreet cries out in pain and ofers: I am only
moderately injured. We dont need more trouble.
A full scale melee breaks out at this point, with
patrons engaging one another as well as the party.
The door from the dark hallway fings open, and a
group of Illithids spills out, followed by a
Goblin War Band all chained together, eager to
join the fray.
If the players acquired Cog the dog from The
Giants Dollhouse, he will aid them in the fght.
Cog has that annoying ability to sense what the
players are thinking and will act as an NPC that
they can control through meta-game commands.
Androids 01, 02, and 03 will also be present and
will fght on the side of the characters using their
high density stabbing knives despite ready access
to all manner of futuristic frearms back at The
Iron Cloud.
Urk Xiqt will aid the characters in order to pay
down the blood debt owed to them for rescuing
him from Poppelmann. (If they did)
21 and Over: What choice do we really have here
other than to use Pabst Blue Ribbon for
Goatfst Ale?
At this point, being an idiot is highly
encouraged. Aside from driving.
Damian Secol (order #5719140)
11
The Tavern at the Edge of the World
By 1im Pacek - carjackedseraphim.blogspot.com Attribution-ShareAlike 3. Unported (CC BY-SA 3.)
This map was created using the online Dwarven Tiles Map Maker
1. The Main Hall This crowded room is home to much levity and good Iellowship. The locals love the tavern,
they Iondly reIer to it as 'The Tavern and crowd the place nearly every night. A kind but somewhat homely
tavern wench named Jasila, waits on the Iriendly crowd. She can be counted on to screw up a patron`s bill
(oIten in their Iavor) 20 oI the time. The bar can be Iound near the door to #3 and seats 8 comIortably. The
bartender, a one-eyed grizzled dwarI named Turidann, appraises magic items and gems with 15 and 85
accuracy respectively.
2. The Dark Hall Many covert meetings and other devious operations take place behind these doors. The room
itselI is divided into Iour distinct rooms with heavy draperies. The draperies are ensorcelled with Silence and
other dweomers to prevent unwanted prying eyes and ears.
3. The Kitchen Although this is called the kitchen, neither a stove nor oven will be Iound here. A pair oI
large tables, used to stage the Iood and beverage orders Ior delivery, are in the center oI the room. Many
barrels, casks, bottles and crates some empty, some Iull oI Iood and drink can also be Iound stored here.
A bell just outside the door will be rung when a beverage or Iood order is to be picked up. A bronze, rune-
encrusted porthole leads to #6. Only the 'cook a wizened old woman, named Meriska, knows the magic words
necessary to open the porthole.
4. Privy A pair oI privies, one marked 'human/elI and the second marked simply 'other in the common, elI,
dwarI, goblin and orc tongues, lie at the end oI a stony path. Meriska keeps a pet Otyugh in the bottom oI the
privy. It is satisIied by the patrons` 'deposits, but the occasional thieI or those with prying eyes have also been
deposited below.
5. Sculpture Garden Meriska has made a quiet place oI reIlection out behind the tavern. Some say that
the statues look similar to travelers who came this way many years ago, but most believe that`s merely a
coincidence.
6. The Oven Bound in a magical circle, trapped Iorever within the circular chamber is an EIreet. The eIreet,
named Sullah Al`bin, provides the heat Ior the Main Hall. Clever pipes and vents direct the heat into the room
during the cold months and upward during the summer. In addition, he creates Iood and drink according to the
direction and desires oI Meriska. On slow nights, he is directed to create Iood and drink that Meriska boxes and
bottles up Ior sale or Ior when the tavern is particularly busy.
Damian Secol (order #5719140)
12
In the smoldering ruins of the Tavern (at the
Edge of the Word) Rucchus will grip the Efreet
by its throat and force it to produce tankards of
Goatfst Ale.
Once the party has consumed the last of the fve
rare and wondrous brews, they will be presented
with the ever-full tankard, which as the name
suggests, will refll itself with a generic type of
ale each time it is emptied.
In addition to this wondrous item, the characters
themselves will be forever changed from their
experiences and possibly by the combined after-
efects of consuming each of the fve ales in the
proper succession.
Roll 1d6 and consult the following table for a ran-
dom and permanent efect:

1
Hung Over No Efect
2
Iron Clouded + 1 Wisdom
3
Hobgobbled +1 Dexterity
4
Bewitched +1 Charisma
5
Poppel-mannly +1 Constitution
6
Goat Fisted +1 Strength
Walk of Fame/Shame:
Depending on the actions of the players through-
out the course of these fve One Page Dungeons,
the NPCs and their communities will be efected
in diferent ways.
The Iron Cloud: If left intact, the structure will
drift of to be lost forever. Androids 01 and 03 will
set of to search for it. Android 02 will continue to
travel with the party. The Mitsubishi will fnally
be out of fuel and unusable.
Troubles Root: If the Brothers and Hobgoblins
are not routed, the nearby town of Edgewood will
be overrun and eventually abandoned.
The Witchs Hut: If the witch still lives (and she
should if you railroaded it right) she will continue
to ensnare the local menfolk, but the characters
are always welcome.
The Giants Dollhouse: If Poppelmann is
defeated, the characters will be the heroes of the
surrounding countryside. Princess Amaryllis
will depart searching for her lost kingdom along
with Lady Darnton. Urk Xiqt will aid the
party for one further adventure before paying of
his blood-debt. Cogs owner, a young boy who has
lost his sight, will ask for his return.
The Tavern (at the Edge of the World): The
tavern will eventually be rebuilt, but Turidann
will likely place a price on the heads of the char-
acters. Additionally, the characters will have made
permanent enemies of any surviving Illithids,
although they will have earned the respect of the
Goblin War Band in the unlikely event that any
of them still exist.
Having received due tribute through the comple-
tion of the quest by the party, Rucchus will
depart.
Mop-Up (at the Edge of the World)
Damian Secol (order #5719140)
Damian Secol (order #5719140)
www.onepagedungeon.info
www.onepagedungeon.info
Damian Secol (order #5719140)

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