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.
Setting | Dungeon |
---|---|
Type | Normal |
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. | ||
Note | ||
This region's setting is wilderness. | ||
Exit | To | Obstacle |
Boarded-up Entry | B | Hidden: 1d6 |
Hazards | ||
Thunderstorm |
(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. | ||
Exit | To | Obstacle |
Entry | A | - |
East | C | - |
Down | D | Height 2 fall; -1 damage level from water (2d4) |
Hazards | ||
Cave Bats | Respawn: 1; Pursue except to D | |
Secrets | ||
Fortune | Hidden: 1d8 |
(Region C) Planks | ||
---|---|---|
Unstable wooden planks cross dark openings. There's a rusted ladder at the other side of them. | ||
Exit | To | Obstacle |
West | B | - |
Down | E | Narrow Platform (Height 2; fall to E) |
Secrets | ||
Fortune | Hidden: 1d6 |
(Region D) Pungent Waters | ||
---|---|---|
These frigid, dark, 5ft-deep cave waters are covered in a thin layer of awful-smelling slime. | ||
Notes | ||
This region requires swimming. | ||
Exit | To | Obstacle |
East | E | - |
Up | B | Height 2 |
Hazards | ||
Blue Mold | ||
Secrets | ||
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. | ||
Exit | To | Obstacle |
Up | C | Narrow Platform (Height 2) |
West | D | - |
East | F | - |
Hazards | ||
Shallow Pits | Hidden: 1d6 |
(Region F) Castle Dungeons | ||
---|---|---|
A collapsed brick wall ahead signifies the end of the caves and entrance to the old dungeons. A locked door guards entry to the rest of the dungeon. | ||
Exit | To | Obstacle |
West | E | - |
East | Goal | Standard Locked Door |
Hazards | ||
Small Gelatinous Skulk | Hidden: 1d8 |
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.