Lo, my first ever submission to the One Page Dungeon contest! No disclaimers about lack of time or artistic practice, just the adventure for ya. Please let me know what you think!
Crimson Tide Tower [color PDF]
Crimson Tide Tower [black & white PDF]
Though I gotta say, a quick look at one of my fellow competitors makes me realise I’m not a pro yet. Check out Werkes submission for some eye-searing goodness. That’s a nice piece of design right there.
The red clad figure ran up the frozen mountain slope, and the black sorcerer followed.
By chance, the woman came upon a wide flight of stairs carved into the mountain. She dashed up the steps and fled inside, sprinting up stairs and along corridors until she found herself in a large room with no other exits. The room was barren, except for the huge sarcophagus resting, almost ominously, in the center of the unlit chamber. Continue reading →
What used to be a sleepy outpost of civilization, mostly getting by on barley, potatoes and sardines, have recently turned in to a busy commercial hub after a substantial silver ore was discovered in the hills just west of the mountains. Merchants, burglars, pimps and other middlemen are establishing shop in the small town, and the local sheriff Brigolda Twotooth is having a hard time keeping order. Continue reading →
Next up in my progress on Ships’ Folly (hex 17:12) in Tenkars Landing. I give you The Vexed Tower.
Centuries ago, right after the lighthouses were completed, the summoners were eager to activate their new and fabulous instrument. However, none had previously employed such potent symbol, and it was deemed wise to first complete a so called dry-run. A dry-run being the performance of an actual summoning ritual without invoking any Name and thus not pulling anything through the portal.
But alas, being inexperienced with such massive infrastructure, the summoners still leaked significant amounts of arcane energy Continue reading →
Here’s another update on my hex (17:12, Ships’ Folly) in Trenkars Landing. This is a quick writeup of what’s going on in one of the five lighthouses.
Tog Mog Grog & Spirits is a strange tavern in the lower part of Tog Mog Tower, one of the five lighthouses in Ships’ Folly.
Back in the day, when the five lighthouses were constructed, a keeper was appointed to each lighthouse. Today, hundreds of years later, all keepers are long dead or gone. All except Tog Mog.
Tog Mog is a human warlock in his mid-five-hundreds. How has he manages to celebrate so many birthdays without becoming undead? Because he is not allowed to die, that’s why. He has entered a pact with Krai-Chandada Krai, an ancient and malevolent cockroach spirit which Continue reading →
A band of unusually earnest halflings have shown up and purchased a claim half way up Phish Creek. They’ve repurposed the old mine and started a frantic excavation.
What could drive these usually sedate folks to such an effort?
The villagers of Thriceborough have been asking themselves, and the halflings every time they come into town to resupply, this question many times, but nothing has come of it so far. Of course, there are rumours; money owed, a promise to keep, a ghost.
And for once, the rumours are Continue reading →
The dungeon on Twinge Isle, including the Elemental Forge
Out on the reef called Ships’ Folly lies the island and lighthouse called The Crabs. Its beaches are home to millions of crabs from a dozen different species. Many a sailor has leapt barefoot into the water to pull up a boat on the beach, only to find that his feet has now been stripped of all flesh, with only a sorry pair of skeletal Continue reading →
Long ago, the exceedingly wealthy Lord Iben Drakhm needed a number of relics retrieved from different locations on the Elemental plane of Air. He carefully selected the most talented adventurers among his subjects for the mission. But only weeks before they set out, it became evident that they were not experienced in dealing with the different environments they would most certainly encounter. So, the mission was postponed, and an expensive training facility was constructed so the adventureres could learn how to tackle a variety of challenges different gases will pose. Thus, no expenses were spared and the Gaseous Grotto was constructed.
Continue reading →
Every area has one.
It had been a particularly fruitful year for Jack deWeez and his gang, robbing travelers along the road through Felltimber woods. But after stripping so many plump merchants of their belongings, word eventually got out among bandits in the neighboring areas. Soon, a sizable gang led by the feared Gary Gutgutter (yes, the one who robbed and torched Count Bollocks’ winter palace during the snowstorm) came north to have a piece of the action. After a few meager hauls, he decided instead to go for the real prize: Jack deWeez hoard. After all, what plunder is better than that which has already been plundered for you?
Continue reading →
Depending on who you ask, the origin of the Thrice Keep’s name will vary. Geographers will point to the three sharp crags with their respective towers and explain that “thrice” is obviously a reference to the number of structures.
The local residents of Thriceborough, the village situated in the shadow of Thrice Keep, will tell a different story:
Three generations ago, baron Bernhard Thrice, newly appointed lord of these lands, moved into the keep and dubbed it Thrice Keep. The village below he named Thriceborough. A just and prudent man, he guided his fief into propsperous times. Then, not long after his first daughter was born, a visitor came calling. Continue reading →