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‘*** ATTENTION: INCOMING COMSPAFLT TRAFFIC—PRIORITY 1*** Sending: sine Page Al, Analysis of Mision [ake "S?.AA.M. report parenthetical items may or may nat be shared with 2) (mission Target: 55 Hecate Rose; medium range bulk ransport registered to Wisk Shipping ne: Reported missing 3.8 solar years ago; detects on system trafic control sensor 72.15 solar hous go. Wl not reply to Standard Comms, Navigation Rely Instructions IF signal; D provide by vssalrecoriion and EM profile rcogrition protocols. dentity£00% conrmed ‘sion Type: Boarcng action to perform recon, rescue, and removal of saigational teat presented by vessel investigate vessels disappearance 25 misin allows. Below are tial Remote Scout Orone (RSD) scans from 33" Space Wing/ 2 Recon Squadron: [As pec COMSPAFLIINT SO? ll mission threat and valve asessment ate assgne aleve (TL) of, S being the highest. Estimation are base on al avaliable [HUMINT SIGINT, ALANAL and PSVINT sources. ***WARING: High Levels of Psionle Spectrum Disturbance Detected Use Extreme Caution!*** ‘Note o Commander Alpha Team: local rtel was gathered fom the onfle registry data (almost years out of ate) anda single internal and extemal Sensor pass from ASDs from 33/2 Recon, The drones have not replies to any signals nor sent any updates since accessing the bridge 623 soar hours 260, Intelligence Reliabllty sessment: Moderate Accuracy. ‘Scans neat that theres curently nointernel acess to cargo moctles; the carg hatch has been turbo-bonded shut by parties unknown, quiring dock level maintenance to cortet. ravo tear wil search far external access va EVA operations and recon cargo module access found. Brave eam SP-AALM sent in separate wansiision toteam commander ‘Alpha Teom Insertion wil bev EVA op through afthanga dor. Alec functionality confirmed. leabled shuttle In bey prevents the unt lander from ‘envering: tether to external oad bearing structure and enter via hangar. Access Code: TT-S90-4H, ‘Vessel: 5s Hecate Rose Registration: MiskoShiping ne Classification: Medium Range Sulk 7 Transport; External Cargo Module season soy | | Hauler Drive Types: Subight & FTL Weaponry: None Registered Crew Compliment: 10 biological: 4 ‘mechanical Low Level Vitua Enguneering ifesuppor Fo} cavtain's storhobrd Enane Trcic Dipl Lepend Interface Assistant (offing) Captain: M. Skevetzin 1 MSI Shuttle (not responding) scale SSHetace Rose; Miso Sipping Reg, MmMPesrueeer access Areas (Cargo Manifest: Unavailable; 3 cargo — ‘modules currently attached. scale Zometers Hangar Decks Ships shtlle asabed; se ncrtonoperalon nates. (hulle conrolsdesiroyed inlerior covered with dred Blood) (Galey: 3-4 armed crewmen, strong gsionic emissions consistent with pone control detected. Dispaston: Nestle. Te ‘Damage Control Locker CAUTION.—armed legal explosive ordnance detected. TS. Analysis igh probably of ute agsnetbosrdng partes orto use as ee estuet mechanism, Suggest ssarmirg device bore proceeding. Requisition 2 “bomb-bot” belore departure eam lacks demolitions sil. “engineering / Life Suppor Station: Status: grawty compensators fine but functional. Atmosphere: normal Access Code: 33-75 ‘row Quarters: Tree corpies hanged and mutated. odie in advanced decomposition ie itraton suggested ‘Stateroom: Multiple remains of oan, each seotedin stateroom chats. Residual psionic energy detected, Active terminal detected attempt access to company ‘es logs to help determine ship's recent status; target of opportunity. ‘Conral Passoge Large amounts of cover. Two heauly modifi mintenance bots with laser weapons destroyed 1 SO belore evading still considered hose, 1. {Bots wilde in maintenance panes until party investigates Coro Hatch, shen ambush) ge: Stats: unknown Status of R's unknown, Strong Pslonic emissions detected Al shi's systems accessed via Bridge Captain's Quarters: Unidentified woman arcing, no uci detected observed sil high, Dance gone: etic. No psionic deterced, Schizophrenia or severe PTSD suspected, TL, Nonresponsive to RSD standard questioning; attempt interrogation, ‘Comms Sensor Tower: S:atus: unknown due to EM an psionic interference, (loge alien looking blo-mecaical matrixcan be seen out portals winding around tower, Bravo tsamis alo een floating limpy in space unt part observes them, Then they start clawing madly 2¢ portals before dsappenrng out of view towards ‘the rear ofthe Hecote Rose Assesment: ave teams under ctrl ad coming fr you. Strong PSIONIC emissions éetectes from outer hull Subdue Brave tear if possible 715) Mi (offe, oremove al ace of an legal biochemical experiment beng investigated by the cuthories. insurance claim has also been colected. the ship ended up ina system with sanded, owerful psionic alien of peat inteligance ane age t controls surviving crew and bots and ure thelr knowledge ad sip databases 0 igure ‘ext how 0 jump backs now seeking ro captures powertl warship in order to ind the race that stranded / anishedit ages ago and get revenge. Willa conolled boarding party lexé it tothe very warship i-seeks? Tech evel canbe altered to match settings without greatly affecting the adventure. hope you enjoy paying ‘The Return of the Hecate Rose 11 Page Dungeon by Aaron Kavi Released under Creative Commons Agreement; hip://creativecommons ovg/icenses/by sa/3.0 SPLASH- BEWN N HENG’S e6N ‘A month ago, a strange object alummeted from the sky and crashanded inthe heart of Fiene’s Fen, Now it les par submerged in the boggy grouns: a eystaline cube, 50 feet on a sie, pearly ‘white but tinged also with 2 weird, lunearthly hue. At ight, t ows softy. A constant, lowpitched hum emanates from the alien spacecraft. ‘small tribe of Frog Folk native to the fer worships the “Sky Sox" and 8 ‘wellcamoutlaged wariors with barbed spears wil attempt to drive intruders from the atea, Their leader wears 2 necklace with 3 nugget of gold worth 24 gp. Superstitious awe prevents the frog folk from going aboard the craft ‘THE cUBE The craft is made of an unknown ceystaline substance, impervious to harm, Even diamond won't sratch the stuf Inside, the floor, wals anc celings all radiate a soft ight— waite with a tinge of that other, alien colour Ceilings are 15, et high throughout the caf Doors ate eight feet high and four feet wide. They may not be forced ‘pen. Fach door s featureless apart from 8 complex “handle” resembling 3 matrix fof coloured squares, set ito its centre The matrix must be manipulated correctly to open the door Roll to open doors aboard the craft are 2in 6 a8 usual, but modified by a character's Intelligence rather than Strength LOWER LEVEL (1 square 5 feet) 4 Entrance: A lowered rem leads from the fen to the main hatch, which stanes pen. Within is an airlock with three doors 2/ Storage: Shelves support various objects ~ studded metalic rod, enstal ‘voles, cols of stretchy gelatinous tubing, ete. whose purpose is uttery obscure. A tubie box contains smithereens of erstal and a fist sized chunk worth 150 gp, 3/ Recreation (2): An octagonal, vat tke bath filled with Oehre Jelly, coloured ‘mate on the wall maintains 8 field that ‘keeps the jelly cool and quiescent. It wil fight if attacked or if the field is activated (4 in 6 chance) by someone ‘medaling with the matrix lecternike structure's top covered with a highly surface is complicated matrix of coloured squares Loops of tubing spl from a burst pane! rear the floor. Fidaing with the matrix has 22 in6 chance of evoking an instance cof random strangetude (see below), 5/ Study: A workbench supports @ bulky hemispherical object made of darkly lowing erystal. This alien computer isnot esignes to interact with earthly biological bodies oF brains. Anyone touching it must save vs. wands or fall Unconscious fr 2410 minutes. When they awake, they must fell ther Inteligence score. The neural pathways have been realigned, for better or worse. Any ‘memorise spels are lost and must be re- ‘memorised. Characters who continue to touch the ebject must make a new seving throw each round, UPPER LEVEL [1 square = fect) 6/ Engine Room: A soir staircase (with ‘sere slightly higher than the human norm) leads up toa space filed with softly flowing panels and absurdly complex ‘matrices. Many of the panels have been ‘opened up, thelr gelatinous gus sling fut onto the floor. Working at repairing the craft's damaged systems is is tone surviving cfew member, a mineral life for resembling 9 Living Crystal Statue of 2 bumanoid. It does not welcome Intruders, especially if they have interfered withthe craft or its contents ostroyed, it shatters into a milion tiny pieces but one fisted crystal chunk remains, worth 50 gp. RANDOM STRANGEITUDE oll 166 every two turns roll of 1 means something weird happens. Rol 104 4 The background hum changes pitch for 110 minutes, then retums to normal 2/ The light brightens (2-2), aims (34), or oes out altogether (5-6) for 1610 minutes 3/ Reversal of gravity. Everyone “falls” to ‘he celing and takes 106 damage. In 166 tums, it reverts to normal. Characters and objects fal gai, 4/ The damaged hyperdrive unit sies to fire up. The whole craft shudders and whines. Everything and everyone begins to fade from vew, becoming. sighty transparent for @ few alarming moments before returning to normal compucaions 4 The craft unleashes an alien plague ‘that turns people's organs into valuable ~ ‘ut sadly non-funetioning ~ ental. 2 The craft was transporting stasis Crystals, which nave snattered releasing their xenomorphic contents: Gelatinous (Cubes, Rust Monsters, ete 3/ The craft is merely @ scout for on Invading esta army. Made by Alan Brodie for the One-Page Dungeon Contest 2012 hpillelawcarverwordpress.com/ Released under the Creative Commons Attribution Share Alike 3.0 licence np /Ieroatvecommens oralicensesib 88/3 0) [- Grane Library DOR AMON sits in the eastern region, once the home of the immense towering Ohm Trees. """"” aa ° In fact the monastery sits atop one of the petri- fied remnants of these titans. It is a refuge for seekers of answers and the gold that is knowl- ‘edge. You can find both the sublime and insane studying inside of it’s ancient walls... e Premise: What is the cost of knowledge — and how far are ‘you willing to go to possess it? ‘The Big Fight This is envisioned as more of an exploratory scenatio, though thece are mysterious catacombs under @ the monastery where a good many creatures could be lurking... Atacking the monastery itself is a fool's errand the narrow walking path and tweacherous heights make it easily defended by the monks, even though there be no fighting men among them, They have laid several traps for use in sich a cizum- Stance. Ie may be that you have been called upon to defend the rare tomes housed ‘within its crumbling walls..and then maybe a demon could be loosed ‘What goes om here? There ate two libraries below the Monastery, ‘the ftst a more “public” show piece, and below that after the thousand stairs the Grand e Library, the true Library. Where does ‘Dor Amon get ts nearly unending ‘oye of knowledge? 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NPC). 17-1 Coun orn Oot Ke huss ar oe mge who hapa sel Lng gelnsdacovered theresa Soha peyote ey were ‘spragiheUndrdare Now at trap orev eset esse room ae {Bron oon adr ates poet by hi seal ud Heep he eo locked dor teed 1413 nd To an the an fh Trance cane ‘fsa eaerpoweflNP}and persual guard (Hite Hebgngar) [atparto‘te ance rela praralteance frearoretrve) Therese [Bade ape aeoba Pacis. 19-To 7 Uworanin Ansar trp seer apis poets the astm ae aug ngl nniviedvaor Alarm rps anagram dese) on ‘NOne Page Dungeon released by Fe, Javier Barrera under Creative Commons Atributon-Sare Alike 30 -p//crevecommons.og/licenses/by-=3/3.0/ - DEVIL SUT In a large shallow depression bee the steaming Dev Gat Rock Stinking handhold and i ack lode Asay pal ado tnitance al the Base thal is choked with Sra plant. The Sy vegetation seems to grasp and plead a he advert 2. Lower Hulls - Te lower part of the complex is tmade of sare cut dane and moray pitographt that have been defaced. Study of the pictographs reveal dat the Rock wed ta bea sacred burial spece, 3. Buzzard Nest — Open to the sky, this room Contains covers) buzzard ness, a6 Buszards snd Several shiny goods ike Jewelry and elas. 4. Mortusty Chamber - Formerly 4 grand colurned bal fr burl ceremonies, is now age en for 8 Chupacabeas. 2 Potions of Healing ae found on nornad-piet cores ying ang ofher bod, '. Preserved Dead - Beyond «black iton gate i busi lusuber Sled with large canepe jas. Hach sealed at the top with thin gold ving. Several jars ae fled with vuable Persevered Incense ot Sve. If any jet sel is broken, di? pickled Canopie Zombies bus forts abd stack 6, Gas Vent This square room has a perietcncalar bole i the floor that vents a column of choking vapor into an ideatical bole in the ceiling. Yellow sulphur rings the lor. Does the vent go lower? 7. Hiding Vilger ~ A young village woman bas escaped her calors aad ks concealed wndereath ape ‘of rorting entice sacs. She isthe mayor of Longfac's daughter. ROCK. Vent Meszanine = This all domed room hax tapers from below wall upwocd bot the gates are specially thik inthis room, ‘There is glimmering light from farap the shaft that dances inthe seam, Save vrais 9. Upper Passages - The upper passageways thourh the rock ate mutually formed (eowarked) sod the sensation of moving tough the innards of great Bess is disuring This ribbed lis tered with ough tones tha. semotly look like crouched and siting devils A (Clit Gargoyle harks bere, blending in with the senery 410. Thrall Ambush - d6 Bandit Thralls enslaved to ‘te vampire wait nthe room to ambush adventzes ia Ae adjacent pssage The nomads are covered in Bangles 11, Caged Villagere 10 sillagers wooden eaes, half of them are drained of Blood and ecters, ponibly alerting the Harples above 12, Ancient Gallery — Numerous iniette cave Paintings in blacks. ocbes, and umbers tel « IMstory of a forgotten people and their potest Jenowedge. One week's study can give 43 New Spel 13, Chamber of Wind - ‘This high chamber is piewed by many large holes open to outside Tandscape and strong ‘breezes. The high elevation wind blows thogh the chamber and whises through 4 small Turguoice Hoop suspended. berween to freestanding tone doors. The hoop i simply bung between two hooks, bt if tr toched 43 Dust Dele ‘ace summoned though the magical hoop and attack. Tae Shoop can saminon ds Dust Devils per ay held wp it the ight wind Under a harsh blue sky lies « massive red sandstone rock. Venting voleanic vapor, it has the shape and color of a giant mound of steaming guts spilled onto the badlands. (Over everal months the tun of Lonafar has had cater of bloodless Uertack dead in pasture and mow several Wilegere have gone missing recently. Canine and ha ‘mano racks led towards he waeeand and Devil Gut Rook ‘Area counters Tob Wild Dogs 2. Waning Pictograps cane into eek (rata) 3. Ghatin the dhe 7436 Gina Ren ba ab Bazrarde (avis) Bad Ale of sone wih Hah Wood and bones ‘Wandering Monsters 6 Chpacabas Cases vanp dogs, dai sueag) 2 a Bramble Raters (lige poisonous soake) 5, Das Devi (small Ta Canopie Zombies (peed) a Bandit Trae 6a Skleone ment £000000000000000000000000000000 14, Coyote Headed Jinn Siting stop lege pile of ine ‘lao hides sw trickster Jinn with the head of a ove, He i quite en and will answer any questions wed psi sf amount of gol ox jewels. His answers ae al Ls the advesurers ze polite, the Les ate obvious, opposite to the uth, and easy to pai. Ite pay is ade, the es ate unbelpf If he is ataced, he may ight on vic tweeze His ellected ean beneath his pile of ide, 15. Trash Room - One Wandering Monster pata. Iiadseae, An adventurers only ast hak of decom ‘ceupa sin te bal beimage become jagged of the inmedite ltseape, 17, The Three Mothers - A tuo of old Harpe ae the bodysernnts of the wimp. They base been callzalled by bit for some tine and speak of hi ‘mately. They uy ear the party coming. and Seto sing in this camber. Fach is adorned with (nentatious and mismtehed jewelry long wah oe eu. 18, Observatory - This ciear chamber ie open to the sy de «mine of nce tacking tek the fae ad the in around the eteamernce of the walls, However, the clouds of ios sea stom the gat ven ‘locks the sim nd obecue the sts. (The vel more ative now that once wat )'The Vampire aac ep is fin inthis pen space wt tered ate enopy ke Ing light and rin ff Hee deses ae a aad aoe with 0 Fine Cloak of Feathers ex many Necklaces He use ope random Magic Weapon atone piece of Magic Armor The ‘eam cls shield vai fom snes ema foe dnt satis coveri disipated, Hema alo try the Séveterere nvr the Rock if thy ae any. Hi eon Conti a bed of Gold Coins, several Potions and Spell Books Licensed under the Creative Comment Iupfeentvecommenserficenseaty 4 Use and Enjoy By Gresngoat np atatiogreengot wordpress con Sell-Swords of Mars A One-Page Mini-Setting for Sword & Planet: A Roleplaying Game of Planetary Romance ‘Written by Jason “Flynn” Kemp, In Like Flynn (ht: /Slynnwd blogspot.com/) Wandering Monsters (1in 6) 2d6 Encounter 2 Banth (1 3 Band of white apes (1d6+1) 4 Herd of wild aitidar (14441) 5 Herd of wild thoats (246 6 Green Martian tribesmen (1d6+1) 7__Red Martian patrol (244) @__ Pack of wild calots (1d4+1 ‘9 Pack of ulsio (246) 10 Terrible storm Ti __Adventuring party 12 Referee's Choice ‘Map Scale: Each hex is 12 miles across, Points of interest 0106 Lor’s Tower (Ruins): Four levels; home to mad scientist and synthetic warriors. 0202 Caverns of Woe (Ruins): Natural cave system, three levels; home to ulsio, vermin, various reptiles 0207 Damaged Hatchery (Lair): Only shells of Green Martian eges remain; now a banth lar. 0209 Korbal (City): Regional trading center; known for great markets and a love of Jetan (Martian chess), Strongly desires annexation of Manathor to their trade empire. 0304 Ersite Quarry (Resource): Prized for its coloration and beauty, ersite is the Barsoomian version of marble. Abandoned due to white apes. 0401 Crashed Airship (Lair): Wreckage has trade goods; now lair fora hermit and his wild calots. (0406 Ruins of Jodanga (Ruins): Ancient dead city; main gathering place for a Green Martian tribe. ‘Treasures may be found in ruins or in underground tunnels; beware of white apes. (0409 Camp of Bantor Kan (Lair): Large bandit camp of bandits, rogues and assassins; threatens trade. 0503 Lair of Giant Spiders (Lair): Ancient outpost ruins hold 2 giant spiders and other vermin. (0508 Green Martian Hatchery (Lair): Guarded by Green Martian tribesmen; eggs almost ready to hatch. 0610 Forsaken Outpost (Ruins): Military complex once quarantined; inhabited by infected Red Martians 0702 Manathor (Town): Exceptional artisans; known for their finely crafted trade goods. Hires mercenaries to protect itself from Kor‘al armies. (0706 Hidden Shrine (Lair): Secret shrine used by Holy Therns when on missions in the region. (0804 Ancient Fort (Lair): Aspiring Red Martian warlord Gor Vas leads mercenaries to raid the region. 0808 Mantalia Fields (Resource): Rich with mantalia (milk plant used as food); home to banth pride, Reaction Table (roll 2d "mart monsters that are outnumbered roll 2d6 instead) Result Reaction Description ‘Aggressive Incredibly irritable; will often attack other creatures on sight Hostile ‘Treats others belligerently and attacks if it can reasonably succeed Cautious Avoids contact with other éreatures whenever possible Neutral Only attacks other creatures in defense of themselves or their own Kind Friendly Very friendly, curious; Will seek to interact with others, ifnot threatened Jason Fyn” Kemp releases "Sell Swords of Mars" under the Creative Common Auribution-Share Alike 30 licens (htp /ereativecommons.argicenses/by-s2/3.0/) J C vo rival dark powers ~a Sorceress Queen and a ‘OOK: While traveling a known- Necromancer ~ are both secretly encroaching on dangerous footpath in the woods, the the same realm and have learned of the others’ PCs discover Harlan’s body being plot. Minions of the Sorceress Queen convinced ‘eaten by 6 gaunt hounds. The PCs Harlan, a local, to serve as their spy. When Ottvar, recognize the body as that ikely local teen. aminion of the Necromancer, discovered this, he set If they kil/seave off the hounds, they out to assassinate Harlan. As Harlan was returning see wounds obviously inflicted by a blade from sharing secrets with his mistress, he was killed (Ottvar's dagger). A fresh trail leads into the hy Ottvar and his as(the fendark), woods to 2 cave complex and left to be eaten by wild dogs (gaunt hounds), Cave notes: These are natural eaves with uneven floors, 10' ceilings, and no natural light. 1-Entrance, Dense trees and a large boulder 7 = Nest. During the day, 6 stirges huddle conceals (but doesn’t’ block) the entrance asleep near the ceiling. At night, they hunt in goSueam Agwide i deapatreamena 7 the woods, They will sleep through walking and talking but avaken to invest noises, including combat. The stirges ignore the fendark because of their putrid taste n. AG wide, 1 deep stream cuts he pathway flowing southeast. Many small puddi deeper into the eave, shrink progress, te loud s of water (3 sets of tracks) lead slightly as they 8 Pit. The passage is obstructed by a hole, A narrow ledge (1' wide) runs arout north side. The sides of pit are steep but ofler numerous handholds. At the bottom of the pit $=Fork, The path splits, The puddles go down the right side and shrink to nothing after another 10 feet nnot be seen from 4-Pool. The stream collects here ina 5'deep 18 a 6” high passageway that pool that is home to $ giant crabs. They attack any angle at the top anyone who enters the pool but will not venture ut of the water, Underwater, a calcified skeletal human grasps a magical longsword. This "+0" longsword can be wielded by anyone as if he were proficient and sheds an icy blue white light, 9 Lair. The 2 fendark live here and are happily munching on bones unless noise at the pit attracts their attention, Bones litter the floor, along with a forgotten purse of ++ sp. 5 = Lower Caves. 4 dire rats cower here alter 19 “stome, (Lantern light) Ottvar resides here und is studying, eating oF sleeping. 6= Webs, The path is obstructed by dense ‘The room contains lit lantern, hammock, home of 5 giant spiders. If te web provisions, dagger, spellbook, Ottvar's purse (25 is disturbed, 2 spiders will crawl along the gp. 8 black onys gems (25 gp each) an ing and drop down behind the PCs while the of the region with this and two other cave the fendark ate most of their pack. S thiers attack from the front complexes noted. / Gaunt hounds: evil wild dogs. Their bice iniliees tlt damage and a gaunt curse (victims ignore the first 5 points of magical healing per day and must make a nsy) save daily saturally). The gaunt curse is lifted once the victim is fully healed. Otevar: 2nd level human wizard; minion of the Necromancer, Ottvar is a coward but clever and if trapped when the PCs get to room 9, he will bind his own wrists and pretend to be a prisoner of someone from the Sorceress Queen's camp (’Severen’) to trick the PC. enemy and releasing him, SSO Fendark: undead 's into hunting his humanoids; hairless with bone spurs on arms and legs; strong, athletic, and feral, Sits squatting and runs on all fours. Treat as ghouls except stronger and less intelligent, able to charge and knock opponents down, followed by a bite attack, NOT TO SCALE (ESPECIALLY NATURAL ‘EXPANSES) AE Grae oo andCsing FE cotap inpanne) iat By 1 \ Xan Earn Tred © rouniain CRYPT OF THE FOUR BROTHERS ‘A ONE-PAGE DUNGEON BY JEFF SHEPHERD Can you solve the four brothers riddle? Think how hard it ‘was for you (the GM) reading this and consider your PCs. Different parties might need more clues. Treasure parcels are in the tomb itsel (16) unless a gener- ‘ous DM wants to sprinkle loot on some defunct NPCS that didnt survive. Al CREATURES have the elemental keyword, HOOK PC are here to do some tomb raiding. Either quested by a thicd party to retrieve an item (e.g. the Scepter of Infinite Awesomeness) or looting for their ovin greedy pockets, RUMORS Succoad together, die alone (True). Words clarily, portrayal distracts (True). The drifting feather lands with a crash (Irrelevant). Challenges march four abreast (True). That wasn't chicken (D’oh)). Colors mieror uth (True). WANDERING MONSTERS Nono. Creatures wore placed here as guardians. if you must have wandering monsters use previously unsuccessful adventurers as ghosts, zombies or other undead. ENTRANCE Corridor with five portcull'ses surrounding four trapped sections. Teleport circles at each end bypass traps but require signet ring from tomb (16). Each trap is triggered in the center of i's section. Easy perception check to detect a trap, very dificult (25%) thievery/arcana check to disable, Traps trigger independently but al § porteullises drop when a trap springs. The party should stay together-the traps are 35. Magma Polen tougher alone, Reward clever and cooperative solutions. Traps reset after a minute and portculises raise as one. 1) Fin Trap. Four nozzios spray oll mistfor cone round then ignite (perception check no tices soot on walls), Blocking a nozzle re- civees fire damage 1/4 each 2) Crustina TRAP. Block wall slides into crush (perception notices sexatch marks on floor and crushed rabble along one side). To tal damage dstrbuted among number caught trap, Each PC halves damage with strenath cheek 2) TORRENT TRAP. Floor and celing are grated (perception notices signs of water). When {Wggered water pours through rushing and