The PCs are searching for the entrance to a forgotten system of tunnels that provide access to a point of interest, such as ancient ruins or the dungeons of a nearby castle. Though it begins outdoors, the majority of the scenario is within the caves.
|Lighting||Dark (except A and D)|
(start) A ~ B - C v v D - E - F (goal)
|(Region A) The Mountainside|
|The fierce rocky crags seem a bit less imposing up close than they did from farther away. Somewhere around here should be the entrance to the tunnels. Lightning cracks as the weather takes a turn for the worse; you should probably hurry.|
|This region's setting is wilderness.|
|Boarded-up Entry||B||Hidden: 1d6|
|(Region B) The Forgotten Caves|
|A rickety wooden bridge hangs suspended in these dark caves. You can't see the ground below from the radius of your light.|
|Down||D||Height 2 fall; -1 damage level from water (2d4)|
|Cave Bats||Respawn: 1; Pursue except to D|
|(Region C) Planks|
|Unstable wooden planks cross dark openings. There's a rusted ladder at the other side of them.|
|Down||E||Narrow Platform (Height 2; fall to E)|
|(Region D) Pungent Waters|
|These frigid, dark, 5ft-deep cave waters are covered in a thin layer of awful-smelling slime.|
|This region requires swimming.|
|Bones with a key to the Dungeon Entrance||Hidden: 1d6|
|(Region E) Cave Tunnels|
|Ahead, the open cavern condenses into tight, winding natural cave tunnels.|
|Up||C||Narrow Platform (Height 2)|
|Shallow Pits||Hidden: 1d6|
If it is nighttime, region A should also be dark.
If you want a larger scenario with more stuff for the PCs to find, add another region heading south from E, blocked by Winding Tunnels with a Fortune (or specific reward) hidden inside. Since the Winding Tunnels are not a direct threat, consider adding something like Fright Beetles that can pass freely through the Tunnels, or include Noxious Fungi or Wall Darts in the extra region. If you have 5+ players, don't add the Winding Tunnels to E-F in this case.