WIP - Midnight in Bonetown - Cairn A Town, A Forest, A Dungeon Jam
Do you know the way to Bonetown?
Can you tell me how to go?
If you meet me in the alley,
I have secrets I can show.
If you meet me there at midnight,
I can lead you on the way.
We'll take the dive to Bonetown
and drink our sorrows away.
-- Anon., scrawled in blood on a sewer grate
Adventure Summary
Bonetown is a paradise of the undead sought only by the living—A refuge of resurrected skeletons hiding under the bustling city streets and offering time away from it all for those who know how to find it.
Ten years ago, the wizard Gebert began resurrecting skeletons from the local ossuaries using the mysterious Resurrection Stones, the origin of which remains secret. He brought the skeletons with their glowing red eyes to a town he conjured for them in a large cavern deep under the city. As the skeletal population has grown, they have capitalized on unwanted visitors from above who found their way down to gawk at them and built a strip of businesses catering mainly to the living on the main street in town. Although not discussed in public, the Resurrection Stones slowly corrupt anyone revived with them into violent murderers who must eventually be expelled from Bonetown, causing problems for the other inhabitants of the cavern.
Now, Gebert has not returned from his latest trek to procure more Resurrection Stones. The skeletons are desperate to get him back, but none of their search parties have returned from the Fungal Forest that stands between Bonetown and Gebert's unknown destination on the far side.
The Skeletons are offering 5,000 gp for Gebert returned alive, 2,500 gp for information on the source of the Resurrection Stones if he cannot be found, and 500 gp each for any Resurrection stones.
Cavern Inhabitants
Skeletons
Raised by Gebert and mostly happy to live simple lives in Bonetown without venturing to the world above or even deeper into the cavern. A few Skeleton Scouts brave the wilds of the Fungal Forest. More than anything, they want to grow their community, and they are desperate for Resurrection Stones to help do this. They don't particularly like all of the overworld visitors who come to town, but they do like having something to do.
Corrupted Skeletons
Over time, the skeletons become corrupted by the magic of the Resurrection Stones and change into vicious killers. They are expelled into the Fungal Forest, roving around and attacking anything they see.
Rixi
A people native to these caverns and well adapted to hunting in the dark for mushrooms with large ears and snouts and sharp claws. Rixi Hunters range through the forest collecting rare fungi and eliminating threats to their villages. More recently, they harnessed the power of electricity from eels in the river and have made a variety of gadgets with them. Angry at the skeletons for sending their violent members into the forest and now ruthlessly hunt them down. Mostly occupied with farming fungus in artificial caverns under their villages and mining for iron and other materials to advance their technological research.
Shroom Trolls
Solitary, complicated, and often misunderstood creatures. Few in number and scattered around the forest. They would mostly prefer to mind their own business, although some do have a taste for violence. Not happy about the corrupted skeletons running around.
Other Creatures
Sporespiders and Sporemanders exist in symbiosis with the giant mushrooms of the forest, feeding off the fungal flesh, but also spreading the spores far and wide and infecting others.
Electric Eels swarm in the waters of the river that cuts through the forest. They are used to power Rixi gadgets.
Cave Ducks live happily alongside the eels, resistant to their electricity and eating them.
A Red Dragon is trapped at the bottom of a pool on the far side of the river.
A Water Elemental is trapped at the bottom of a well on the far side of the river.
The Dim are giant, fire-breathing worms who burrow a network tunnels (the Dim Warrens) in the farthest reaches of the cavern.
Timeline
10 years ago - Gebert discovers the Resurrection Stones, begins raising skeletons, and conjures the first parts of Bonetown.
9 years ago - The Rixi discover Bonetown and begin trading electrical gadgets with them.
7 years ago - Rumors spread in the city above and people begin visiting Bonetown; the business strip is built to cater to them.
5 years ago - The first skeletons become fully corrupted and are expelled from Bonetown into the Fungal Forest. After attacks by the corrupted skeletons, the Rixi cut off ties with all skeletons and swear to kill them on sight.
1 week ago - Gebert fails to return from an expedition to collect more Resurrection Stones; unbeknownst to the skeletons, he has been eaten by a Dim in the Dim Warrens and is being slowly digested. The skeletons begin offering a reward for his return.
3 weeks from now - Gebert will be fully digested by the Dim and can no longer be rescued.
Cavern Locations
Bonetown (Location 1)
Small cluster of simple buildings carved out of stalagmites and other parts of the cave floor. Main street lined with businesses catering to visitors from the overworld. Neon signs hum on storefronts and electric lights brighten the area. Populated by around 100 skeletons. Any skeleton PCs talk to will bemoan the loss of Gebert and their need for more Resurrection Stones and mention the reward. Reward posters are also plastered around the main street. PCs may learn additional Rumors by spending more time talking to skeletons or listening in on conversations around town.
Skeletons
A wide variety of skeletons will be seen milling about all parts of town. Roll on this table to generate them as needed with rumors. Roll once and take all results from the row or roll on each column.
Result | Name | Description | Rumor |
---|---|---|---|
1 | Atred | Eyepatch and a fat cigar; standoffish and monosylabic | Several scouting parties sent for Gebert have not returned |
2 | Maly | False Moustache and a fake accent; overly friendly and loud | Many skeletons have become dangerous and were expelled into the forest |
3 | Rancent | Hurrying about holding a briefcase; no time to talk | There is a vicious group of hunters in the forest who hate skeletons |
4 | Cece | Wearing a leather mask and trying very indiscretely to pick pockets | A set of standing stones in the forest grants horrible visions |
5 | Henry | Big feathered cap and playing a lute; actually very shy with a mousey voice | A well in the forest is inhabited by a monster |
6 | Gilsi | Wearing a hardhat and digging a hole for an unclear purpose; slow, lilting drawl | A well in the forest has many treasures dropped by adventurers |
7 | Witha | Wearing a trenchcoat and selling mushrooms out of it (fungal ingredients available for 2 gp each); deep gravelly voice | A dragon lives somewhere in the forest with a huge pile of treasure |
8 | Hames | Jumping with a jumprope and trying to get others to join; talks in whispers | There is a pool of hot water in the forest that eats people |
9 | Adburg | Juggling knives and trying to sell them (4 gp each); fast-talking salesperson | Skeletons in the forest cannot be trusted |
10 | Brilda | Washing clothes with a bucket and washboard; only talks in song | The river in the forest is full of electric eels |
11 | Wena | Smoking on the corner in a leather jacket; uses slang incorrectly | Gebert gets his resurrection stones from a set of secret tunnels on the far side of the forest |
12 | Waltom | Climbing a ladder onto a roof holding a hammer; takes long pauses mid-sentence | Many skeletons in town have begun to secretly think about slaughtering the living |
13 | Sige | Painting a street-scene at an easel and wering a beret; pretensious art snob | Mushrooms in the forest shoot spores that infect your mind |
14 | Hurey | Sitting on a bench taking notes in a journal; naive and fascinated by the wonderous variety of the world | Watch out for loud clicking sounds in the forest, it's the mushrooms |
15 | Joane | Blowing long notes on a trumpet; doesn't take mouthpiece away while talking | A troll runs a ferry over the river, but shouldn't be trusted |
16 | Argen | Walking a dog; awkwardly long handshakes with eye contact | The Rixi in the forest are mean and can't be trusted |
17 | Sybel | Fixing a broken door; loves to talk about the weather despite living in a cave | There are two Rixi villages in the forest |
18 | Cilia | Spinning in a circle; very curious about the world above | There is a dangerous ford over the river, but it is the best way to avoid the Rixi and the trolls |
19 | Mery | Doing a handstand; giggles constantly while talking | Some skeleton kids like catching a ride on the Rixi train, but it's dangerous if you are caught |
20 | Hera | Posting flyers about the reward for Gebert; raspy voice | The skeletons lost a magic carpet given to them by Gebert and it is in the forest somewhere |
Bonetown Businesses
Tavern
Lively spot with a variety of cocktails and distilled spirits (made by Duli the alchemist) run by Tiana. Music by the Scapula Sam Quintet. Popular spot to play Knucklebones with many tables set up to play.
Tiana
- Skeleton in a ball gown working the bar
- Melodic voice and cheery attitude
- Secretly in love with Scapula Sam but can't see past his "cool" persona to see his feelings
Scapula Sam Quintet
- Five skeletons wearing dark glasses and mostly standing around looking cool when they aren't performing
- Vocals, Drums, Saxophone, Trombone, Keyboard
- Led by Scapula Sam, who wears a bowler cap
- Sam is secretly in love with Tiana and upset she doesn't seem to reciprocate
Knucklebones
- All players make a bet. Minimum 10 gp. Maximum 100 gp.
- All players and the dealer roll 1d10 and share their result.
- The dealer rolls 1d10 again and keeps the result secret.
- All players roll 1d10 again and share the result.
- In turn, players may roll 1d4 and add to their result as many time as they wish.
- If the dealer's total is less than 17, they will roll 1d4 in turn with the players and add to their result until it is 17 or higher
- The player, or dealer, closest to a total of 21, without going over, wins.
Cocktails
The skeletons have very weak taste receptors and have taking to making outlandish drinks to feel any sensation.
- Legbone: Gin, hot sauce, and champagne
- Backscratcher: Cinnamon schnapps, whiskey, sauerkraut, and a lemon wedge
- Ducklips: Tall glass of bitters with ground chili pepper on the rim
- Spinetingler: Melon liqueur, lime juice, sambuca, and mint
- Eyehole: Dark rum, coarse ground black pepper, and tomato juice
- Bonetown Basher: Vodka, cubed whole grapefruit, ginger root garnish
Armory
Weapons and armor shop with a suspiciously large supply. Run by Albert, who seems reluctant to sell most things but won't say why (he is becoming corrupted and secretly hoarding weapons for a skeleton uprising). Any weapons and armor from the standard equipment list are available double at their listed prices.
Flea Market
Maze of stalls piled with mostly junk but some hidden treasures. Run by Gran. PCs who spend 30 minutes searching the market have a 2-in-6 chance of finding a random treasure, but will otherwise find only junk.
Gran
- Skeleton in a rocking chair wearing a bonnet and knitting scarves
- Owns the market and enjoys watching all the business take place
- Will give tips on where to find treasure to those who take time to talk with her (roll on treasure table)
Treasures (1d6)
Result | Treasure | Cost (gp) |
---|---|---|
1 | Starscryer, 5 charges. Small glass orb filled with sparkling points of light. Expend a charge to project the current position of the stars and other celestial body to a surface above the orb. Recharge: Dip the orb in a natural pool of water reflecting the light of a full moon for five minutes. | 25 |
2 | Endless Thread. Spool of faintly glowing red thread that will unspool endlessly. Sticks to any surface it is unspooled onto and cannot be removed except at the desire of the user. | 30 |
3 | Instant Boat, 1 charge. Small figure of a rowboat carved of purple crystal. Expend a charge to expand into a functional boat with oars that fits up to four people. Recharge: Sing a sea shanty loudly with a group of at least four people while drunk and holding the figure. | 100 |
4 | Duckspeaker, 1 charge. Wooden figurine of a creature with a naked human body and the head of a duck with teeth. Placing the figurine inside your mouth with the head poking out allows you to understand and be understood by ducks for up to 1 hour. Recharge: Place the figurine inside the mouth of a duck for any amount of time. | 10 |
5 | A Field Guide to Subterranean Mushrooms. Provides detailed information about the nature and uses of various subterranean mushrooms. Grants +2 to ingredient hunting rolls in the Fungal Forest. | 45 |
6 | Flamefender. Large sheet of shining golden fabric that blocks fire from anything it is draped over. Creatures under the cloak cannot see and must move slowly to not trip on the sheet. | 50 |
Junk (1d10)
Result | Junk | Cost (gp) |
---|---|---|
1 | Moldy Boots | 4 |
2 | Rusty Scissors | 3 |
3 | Broken Mirror | 1 |
4 | Dull Knife (d2 damage) | 1 |
5 | Stuck Lock | 2 |
6 | Bent Lockpicks | 10 |
7 | Half-Used Torch | Free |
8 | Cloudy Spyglass | 20 |
9 | Bottle of Brown Liquid | 5 |
10 | 5 ft. Pole | 2 |
Alchemist Shop
Cramped shop full of bubbling cauldrons, whistling stills, and strange colored steam. Run by Duli. Offers a variety of concoctions brewed from materials found in the Fungal Forest. Although trying to replicate the effects of common spells, the strange ingredients have warped them in different ways. Potions are made to order, costing 30 gp if made with ingredients on hand at the shop or 15 gp if the PCs collect their own ingredients.
Duli
- Tall, cloaked, and mysterious with only a long, rounded, bluish-green nose poking out from under the hood. Low and whispery voice with a tendency to speak quickly when excited.
- The only non-skeleton resident of the village, drawn here by the potential for alchemical discoveries.
- Eager to make new discoveries and brew potions if ingredients are provided by those brave enough to search the forest.
Concotions
Name | Effect | Ingredients |
---|---|---|
Animate Objects | An object loudly relays your commands to up to five other nearby objects, who will do their best to obey. 1-in-6 chance the command is relayed inaccurately. | Hickory Chickens, Dryland Fish, and Witch's Hat |
Bubble | A creature must release a constant stream of bubbles from its mouth while talking. It is otherwise mute. | Yellow Knight, Witch's Hat, and Webcap |
Disguise Poorly | You may alter the appearance of one character at will, but any form they take will also have a pair of glasses, a large fake nose, and a fake moustache, which cannot be removed. | Ghostchaser, Dryland Fish, and Flykiller |
Fig Cloud | Figs begin spraying uncontrollably from your hands. | Destroying Angel, Wooly Milk Cap, and Brown Stump |
Goat | A goat from a random location is temporarily transported to you. | Brown Stump, Dryland Fish, and Webcap |
Hear Whiskers | You can hear the faint sounds made by whiskers on any creatures nearby. | Dryland Fish, Webcap, and Ghostchaser |
Marble Crows | Your pockets are full of marbles and a murder of marble-crazed crows is summoned nearby. | Hickory Chickens, Flykiller, and Yellow Knight |
Booze Form | You become living alcohol. You may choose the type of alcohol. | Dryland Fish, Destroying Angel, and Brown Stump |
Pat | A spectral hand gently pats the shoulder of a chosen creature. | Flykiller, Wooly Milk Cap, and Dryland Fish |
Sniff | The source of any smell glows faintly in a magical light only you can see. | Hickory Chickens, Yellow Knight, and Ghostchaser |
Hunting for Concoction Ingredients
Hunting for ingredients requires one hour off-path in the Fungal Forest. Roll 2d6 once for each distinct group of PCs (multiple rolls if PCs split to search different areas) to determine the outcome of the hunt:
2–4: Find no ingredients and trigger an encounter
5–8: Find 3 ingredients (rolled randomly) and trigger an encounter
9–12: Find 3 ingredients (of your choice) with no encounter
One PC in each group may save WIL before beginning the hunt to attempt to more thoroughly search for specific ingredients, gaining +2 to their roll on a successful save, but triggering an additional encounter on a failed save.
Fungal Ingredients
- Hickory Chickens
- Dryland Fish
- Witch's Hat
- Flykiller
- Destroying Angel
- Webcap
- Wooly Milk Cap
- Yellow Knight
- Brown Stump
- Ghostchaser
Racetrack
Small oval track where visitors bet on races between various skeletal animals. PCs may bet on any competitor from the racetrack table—roll based on the stated odds and earn the listed winnings if successful. Maximum bet of 100 gp.
Young Jenkins
- Child-sized skeleton wearing a top hat and monacle
- Thick cockney accent and fast talk
- Has made a lot of money betting on the races and is aggressive in trying to goad others to bet
Racetrack Table
Animal | Odds | Winnings |
---|---|---|
Tortoise | 2-in-20 | 5 x Bet |
Mouse | 4-in-20 | 4 x Bet |
Pig | 6-in-20 | 3.5 x Bet |
Squirrel | 8-in-20 | 3 x Bet |
Lizard | 10-in-20 | 2.5 x Bet |
Roadrunner | 12-in-20 | 2 x Bet |
Hare | 15-in-20 | 1.5 x Bet |
The Fungal Forest (Locations 2–9)
Dense and expansive forest filled with a variety of fungi. Giant Mushrooms periodically release toxic, parasitic spores, infecting local wildlife. Cut by a river full of electric eels. Inhabited by the Rixi who live off the fungus and harness electricity from the eels.
Travel
Travel from one point to another directly connected point takes approximately one hour using poorly defined trails among the fungus. Roll the Forest Die once each time PCs are traveling between points, whenever they arrive at a new point, or if they linger more than 30 minutes at a single point (except for inside of the Rixi Villages). PCs may travel off the defined paths, taking three times as long to travel and requiring three Forest Die rolls.
Forest Die (d6)
Close Encounter - Roll on the encounter table and place the result immediately in front of the PCs.
Far Encounter - Roll on the encounter table and place the result out of sight of the PCs but detectable via sound, smell, or other means.
Spores - Giant mushrooms click loudly for 10 seconds before releasing a cloud of toxic spores covering a roughly 200 ft. circle. Unless PCs take action to avoid the spores, they must make a WIL save to avoid the effects of the spores. On a failed save, take 1d4 WIL damage and roll on the Spore Hallucinations table. Hallucinations last for 30 minutes.
Spores - see above
Exhaustion - The PCs must rest for at least 10 minutes or gain Fatigue or Deprivation.
Quiet - The PCs are left alone (and safe) for the time being.
Forest Encounters (d20)
- d4 Shroom Trolls cooking large mushrooms on a spit over a fire
- A pod of d6 Electric Eels flopping from a pond toward the river
- Shroom Troll witch collecting spores
- d4 Corrupted Skeletons
- Wandering dwarven merchant (offering 5 items rolled randomly on the expeditionary gear, tool, and/or trinket tables at standard prices)
- d4 Sporemanders
- Shroom Troll standing on top of a large mushroom looking around
- d4 Sporespiders
- A magic flying carpet running away from a group of Rixi Hunters and seeking help
- d4 Rixi hunters
- Corrupted Skeleton digging up buried treasure (50 gp)
- Human wizard (not the one you’re looking for) eating spores and hallucinating wildly
- Shroom Troll smashing 2 Corrupted Skeletons together
- d2 Sporemanders attacking d6 Rixi Hunters
- d6 Rixi Hunters fighting d10 Corrupted Skeletons
- d6 Sporespiders spinning webs around a group of 10 Corrupted Skeletons
- Shroom Troll eating a Sporespider
- A Sporemander eating a Sporespider
- Shroom Troll with its leg on fire stomping on a Sporemander
- Corrupted Skeleton riding a Sporespider
Sporemander
5 HP, 10 STR, 14 DEX, 12 WIL, bite (d6) or fire breath (d6, blast)
- 10 ft. long salamander infested with mushroom spores; glowing red spots on skin and glowing green spores
- Hides in muddy wallows and ambushes prey
- Unharmed by flames and heat
- Rabidly seeks out targets to infect with spores
- Critical Damage: Target is infected with spores (d4 WIL damage) and begins hallucinating (roll on Spore Hallucinations table)
Sporespider
4 HP, 10 STR, 12 DEX, 10 WIL, bite (d6)
- 4 ft. long spider infested with mushrooms spores and glowing; Spins webs between mushrooms
- Rabidly seeks out targets to infect with spores
- Critical Damage: Target is infected with spores (d4 WIL damage) and begins hallucinating (roll on Spore Hallucinations table)
Electric Eel
2 HP, 8 STR, 14 DEX, 10 WIL, bite (d4) or shock (d10)
- Small eel glowing and crackling with electricity
- If in water, shock damage ignores armor and affects all targets within 50 ft.
- Unharmed by electrical damage
Rixi Hunter
5 HP, 8 STR, 14 DEX, 10 WIL, shock spear (d6) or bow (d6)
- Skilled hunters prefer ambushes or setting traps
- Shock Spear, 2 charges. Spear with hardened glass container near tip full of water and electric eel parts and wired to metal tip. Electricity stuns target for d4 rounds and deals d2 DEX damage. Recharge: Shake spear vigorously for 1 round (10 seconds).
Corrupted Skeleton
7 HP, 1 Armor, 10 STR, 13 DEX, 12 WIL, sword (d6)
- Glowing Resurrection Stones in eye sockets much brighter and redder than normal
- Relentlessly attacks any non-skeletons it sees
- Unless the Resurrection Stones are removed, it will reform within 10 minutes after being killed
Shroom Troll
8 HP, 15 STR, 12 DEX, 10 WIL, claws and bite (d10+d6)
- Large humanoid with a vaguely mushroom shaped body and long arms covered in small fungal growths
- Regains 3 HP per round and severed parts become magically reattached. If killed, will regenerate within 1 hour.
- Fire damage is enhanced against the troll and stops regeneration.
- Critical Damage: Target is infected with spores (d4 WIL damage) and begins hallucinating (roll on Spore Hallucinations table)
Spore Hallucinations (d12)
Roll once and take all results from that row or roll multiple times for each column
Result | Action | Color | Animal |
---|---|---|---|
1. | Dancing | Purple | Bees |
2. | Singing | Orange | Goblins |
3. | Hungry | Red | Dinosaurs |
4. | Spinning | Blue | Ducks |
5. | Exploding | Yellow | Squid |
6. | Vibrating | Green | Cats |
7. | Motionless | White | Geese |
8. | Crying | Black | Cows |
9. | Screaming | Polka-Dotted | Sheep |
10. | Jumping | Brown | Spiders |
11. | Digging | Striped | Gophers |
12. | Clawing | Checked | Badgers |
Fungal Forest Locations
2) Rixi Railroad
- Narrow-guage railroad running on slightly raised path cut through mushrooms
- 2-in-6 chance train is passing when PCs arrive
- Dilapidated train platform from before the Rixi abandoned contact with the skeletons
- PCs may save DEX to catch a ride on the moving train by jumping from the platform
- Allows quick movement with no Forest Die rolls anywhere along train path
- d4 STR damage on a failed save
- Anyone caught at a Rixi village stowing away will be arrested
3) River Ford
- Narrower section of river with series of large rocks stretching across
- Water roils and crackles with electricity between rocks
- Rocks may be used to cross river with difficulty, possibly requiring DEX saves
- Creatures falling from the rocks are immediately attacked by Electric Eel Swarm
- Group of Cave Ducks swimming around unperturbed by the eels
- The ducks are sworn enemies of the Dim and will provide information about them to anyone who can speak to them
- The ducks can provide the text to a new spell, Quackolocation, which must be written down in order to be usable.
Electric Eel Swarm
2 HP, 8 STR, 14 DEX, 10 WIL, bite (d4) or shock (d10), detachment
- Swarm of small eels glowing and crackling with electricity
- If in water, shock damage ignores armor and affects all targets within 50 ft.
- Unharmed by electrical damage
Cave Duck 1 HP, 6 STR, 12 DEX, 8 WIL, bite (d4)
- Blind duck navigates by echolocation and is constantly quacking while moving
- Immune to electrical damage
- Prefers to group and attack as a detachment
- Critical Damage: Small fangs inject a venom dealing 1d6 temporary DEX damage, which is healed after 1 hour
Quackolocation: You may detect the location of nearby objects enough to safely navigate, even in complete darkness, but only while quacking.
4) Rixi Village South
- Cluster of domes carved out of the rock of the cavern floor
- Lit brightly with electric lights, humming with the sound of electric gadgets, dull thuds of mining from deeper in the ground
- Railroad with platform for boarding trains on edge of town
- Train may be taken to north village for payment of one mushroom
- Electric fence crackling with energy circles village
- Gate into village guarded by 6 Rixi Hunters
- Rixi will welcome anyone in who swears to help hunt the corrupted skeletons
- Beds and food are available for visitors
- Gadgets may be acquired by barter
- They know Gaspar the mechanic lives in the north village.
- Rixi Hunters may be recruited as guides and mercenaries
- They have good knowledge of all points in the forest
- A bridge over the river is available for use by friends of the Rixi but blocked for those they don't trust
- Group of Cave Ducks swimming around bridge unperturbed by the eels swarming in the water
- The ducks are sworn enemies of the Dim and will provide information about them to anyone who can speak to them
- Group of Cave Ducks swimming around bridge unperturbed by the eels swarming in the water
Rixi Gadgets
Shock Spear, 2 charges. Spear with hardened glass container near tip full of water and electric eel parts and wired to metal tip. Electricity stuns target for d4 rounds and deals d2 DEX damage. Recharge: Shake spear vigorously for 1 round (10 seconds).
Shock Arrow. Arrow with electric eel parts braided around shaft and wired to tip. Electricity stuns target for d2 rounds and deals 1 DEX damage. May only be used once.
Headlamp, 1 charge. Small circular lamp with a headstrap that provides bright light in a 40 ft. cone. Powered by part of an eel in a hardened glass container on top of the lamp. Lasts 1 hour per charge. Recharge: Replace with new eel part.
Lantern, 1 charge. Lantern with an eel in a hardened glass chamber at the base. Provides bright light in a 40 ft. circle. Lasts 3 hours per charge. Recharge: Replace with new eel.
Jackhammer, 1 charge. Sharp metal rod driven up and down at high speed by an electric motor powered by an eel in a glass jar. Handles above the motor. Lasts 30 minutes per charge. Recharge: Replace with new eel.
Power Cart (+6 slots, fast), 5 charges. Metal hand-cart with electric motor powered by glass tank of eels to make pushing easier. Expend 1 charge to run motor for 30 minutes. Recharge: Add new eel to tank.**
Eel Net. Large net on 10 ft. pole with insulated handle. Catches 2d6 eels every 10 minutes of sweeping in the river.
Eel Container. Large glass container with an insulated handle. Holds up to 50 eels.
5) Waterfall
- Electric-crackling water tumbles down a 50 ft. drop into a pool teeming with eels.
- Group of Cave Ducks swimming around unperturbed by the eels - The ducks are sworn enemies of the Dim and will provide information about them to anyone who can speak to them
- Shroom Troll tends a raft on the water's edge above the falls
- Troll pulls the raft with a chain stretched taut over the river
- Troll is magically bound to pilot this raft and desperate to be replaced
- If she can convince another creature to take a turn pulling on the chain, they will become trapped in her place
- She is constantly mumbling under her breath about her plan to trap someone in this way
6) Rixi Village North
- Currently under attack by group of 10 Corrupted Skeletons riding Sporespiders and throwing themselves against the electric fence
- Rixi will be very grateful to anyone who helps fight them and will provide free gadgets and guide services
- Cluster of domes carved out of the rock of the cavern floor
- Lit brightly with electric lights, humming with the sound of electric gadgets, dull thuds of mining from deeper in the ground
- Railroad with platform for boarding trains on edge of town
- Train may be taken to south village for payment of 1 mushroom
- Electric fence crackling with energy circles village
- Gate into village guarded by 6 Rixi Hunters
- Rixi will welcome anyone in who swears to help hunt the corrupted skeletons
- Gaspar the mechanic lives here
- They built the Delver and are the only ones who know how to fix it
- Beds and food are available for visitors
- Gadgets may be acquired by barter
- Rixi Hunters may be recruited as guides and mercenaries
- They have good knowledge of all points in the forest
- Gaspar the mechanic lives here
Gaspar
- Squat Rixi with a gruff voice and an overstuffed tool belt
- Constantly covered in grease from their workshop
- Built the Delver and can help repair it
7) Old Well
- Simple, round stone well
- 50 ft. deep with water at bottom
- Low grumbling echoes from inside
- Sturdy wooden arch over well with bit of torn rope and no bucket
- Water Elemental lives at bottom of well
- Water begins roiling if anyone nears it, forming hands trying to grab them
- Portions of the elemental may be bottled and will viciously attack the closest creature when released
- If elemental is defeated, water soaks into ground, leaving bottom of well dry
- Three skeletons of fallen adventurers are exposed with the following equipment still in usable condition among the three:
- 1 Battleaxe
- 1 Shield
- 1 Chainmail shirt
- 1 set spiked boots
- 1 Amulet of Backtracking
- Three skeletons of fallen adventurers are exposed with the following equipment still in usable condition among the three:
Water Elemental
12 HP, 2 Armor, 15 STR, 10 DEX, 10 WIL blow (d8)
- Huge waves of flowing water.
- Must stay near a body of water.
- Envelop victims inside their forms to drown then.
Amulet of Backtracking, 3 charges
- Golden amulet shaped like a compass
- Spend a charge to leave a glowing trail on the ground visible only to you wherever you go for 12 hours
- Recharge: Burn a map, mix the ashes with water, and let the amulet soak in the water for 24 hours
8) Standing Stones
- Three square arches in a triangle formed of giant stones
- Triangular altar stone covered in dried blood in the center
- Pervasive feeling of dread within 10 ft. of stone
- PCs inspecting the stone closely are overwhelmed with a vision of a wizard standing over a bloody corpse on the stone and placing Resurrection Stones into its eyes. The body rises and immediately turns on the wizard and attacks viciously
- PCs experiencing the vision stand motionless and their eyes turn red
- The vision stops if they are moved more than 10 ft. from the stone
- They may attempt a WIL save to pull themselves out of the vision
- At the end of the vision take 1d4 WIL damage and gain 1 Fatigue
9) Steamy Pool
- Steaming hot, bubbling water surrounded by lush vegetation (not natural to caves)
- 6 Sporemanders hiding in vegetation
- They listen to the dragon and only want to protect her
- Blood and bones rolling around in water
- 6 Sporemanders hiding in vegetation
- A Red Dragon lurks in a cave at the bottom of the pool (25 ft. deep)
- Sits on a hoard worth 10,000 gp
- Can raise head above water but is too big to get out through pool
- Trapped here centuries ago by a spiteful wizard and wants to leave
- Will trade hoard for help escaping
- Dragon thinks a Dim lured to the pool could widen it enough to escape
- As a higher form of fire creature, the Dragon can give commands to Dim if they are close enough
Red Dragon
18 HP, 3 Armor, 18 STR, 12 DEX, 16 WIL, bite (d12), claws (d10+d8), detachment
- A gargantuan flaming creature, it’s wingspan over a hundred feet.
- Made of pure fire, is completely unharmed by any form of heat. Any cold vanishes within its presence.
- Fire Breath: The dragon breathes a massive cone of pure flame dealing 12 damage (no roll) to all caught, the flame ignores and destroys any mundane armor. It needs a short rest before being able to do this again.
The Dim Warrens (Location 10)
A complex network of interconnected tunnels and chambers excavated by the Dim, enormous, fire-breathing worms who poop out Resurrection Stones, which may be found scattered around the tunnels.
Tunnels are the same diameter as the Dim and avoiding them requires moving into side tunnels. Anyone who cannot avoid them is swallowed. Gebert is inside one of the Dim.
Dim
14 HP, 1 Armor, 14 STR, 10 DEX, 12 WIL, flame breath (d10+d10, blast)
- Massive toothless worm that excavates tunnels with jets of flame. Poops Resurrection Stones.
- Oblivious to non-worm lifeforms, but extremely deadly to them.
- Swallow: Swallows anything in its path, dealing d4 STR damage and trapping it inside. Targets are slowly moved backward through a tube of decreasing size, taking no damage until 3 weeks later when they are crushed by the muscles near the anus and compressed into Resurrection Stones.
- Critical Damage: Target is set on fire, dealing 1d4 STR damage per round until it is put out.
The Warrens Die (1d6)
Roll each time PCs enter a different branch of the tunnels or a different chamber or linger more than 10 minutes in one location:
- Close Encounter - Roll on the encounter table and place the result immediately in front of the PCs. If a Dim is rolled, there is a 1-in-6 chance that Gebert is inside—his muffled screams can be heard faintly.
- Far Encounter - Roll on the encounter table and place the result in a location adjacent to the PCs' current location. They can hear, smell, or see clues of the nature of the encounter ahead. If a Dim is rolled, there is a 1-in-6 chance that Gebert is inside—his muffled screams can be heard faintly.
- Loss - Torches are blown out, an ongoing spell fizzles, etc. The PCs must resolve this before moving on.
- Exhaustion - PCs must rest for at least 10 minutes or gain Fatigue or deprivation.
- Environment - Something occurs to block or complicate their path ahead. The roof falls in, the tunnel is flooded, the chamber is full of toxic gas, etc.
- Quiet - The PCs are left alone (and safe) for the time being.
Dim Warrens Encounters (1d20)
- A Skeleton Scout missing its legs crawls feebly deeper into the warrens babbling incoherently about needing to find Gebert
- A Dim moves slowly down the tunnel toward the party shooting a massive jet of flame in front of it
- A Dim is sleeping in the tunnel with its tail toward the party. A pile of resurrection stones is on the ground near its anus, suggesting the source of the stones.
- A Dim is moving quickly down the tunnel, its mouth open and sucking in dirt and rocks from its surroundings.
- A Skeleton Scout is pressed firmly into the dirt of the wall of the tunnel and struggling to escape.
- A group of 4 Rixi Hunters is cautiously searching through the tunnels.
- The roof of the tunnel begins collapsing and will quickly fully cave in.
- A Dim is sleeping in the tunnel with its face toward the party, it’s eyes creepily wide open but it’s mouth closed
- A Dim moves quickly down the tunnel toward the party coughing intermittently and shooting jets of flame when it does so
- A Dim spins itself around in the tunnel scratching an itch against the walls. It is facing the party but does not immediately notice them
- A group of 3 Rixi HUnters are huddled around a fire taking a rest.
- A group of 4 Skeleton Scouts on fire is fighting a Dim and losing
- A Dim is stopped in the tunnel facing the party. It’s mouth is closed and moving while swallowing a skeleton, it’s foot partially out of the mouth still.
- The walls of the tunnel are on fire and the ground is shaking as if a Dim is nearby and recently passed through.
- A group of 3 Skeleton Scouts is fighting a group of 4 Rixi Hunters
- A Dim is in the tunnel facing away from the party and pooping Resurrection Stones while 2 Skeleton Scouts eagerly gather up the stones as they drop
- A Dim is moving quickly toward the party and swallows a group of 3 Rixi Hunters standing in the tunnel as it goes
- A Dim is moving quickly toward the party, belches a blast of flame, and then stops abruptly and falls asleep
- 4 Skeleton Scouts are running frantically toward the party with a Dim chasing them
- A dead Dim blocks the tunnel with 8 Skeleton Scouts caught in its mouth also dead from the fight, their Resurrection Stones on the ground outside the mouth
Skeleton Scout
7 HP, 1 Armor, 10 STR, 13 DEX, 12 WIL, sword (d6) or bow (d6
- Glowing Resurrection Stones in eye sockets
- Searching tirelessly for Gebert
- Unless the Resurrection Stones are removed, it will reform within 10 minutes after being killed
Dim Warrens Locations
1) Recent Cave-In Entrance
- Blocked by fallen earth and rocks
- Could be moved with considerable effort.
- The Delver is sitting broken down outside
- A Rixi Hunter is poking frustratedly at it
- They know that Gaspar from the north village could fix it
- A Rixi Hunter is poking frustratedly at it
The Delver, 3 charges. Complex machine with a spherical reinforced cabin on tracks with and a wheel of sharp spikes on the front for digging tunnels. Digs 6 ft. diameter tunnels at a rate of 50 ft. every 10 minutes. Uses 1 charge every 10 minutes. Spikes deal d10 damage to any creatures struck by them. Reinforced cabin can take up to 30 points of damage from attacks before breaking and exposing the operator to danger. Recharge: Add an eel to the tank for 1 charge.
2) Flooded Entrance
- Water from Chamber 5 flows out here
- Muddy area and difficult terrain to cross.
3) Open Entrance
- Clear entrance into Warrens.
4) Fiery Entrance
- Coal deposit set on fire by Dim
- Fire and noxious smoke spread into adjacent tunnels
- d4 DEX damage from prolonged smoke exposure
5) Accidental Lake
- Shallow lake fed by a hole in the roof
- Dim accidentally broke through the floor of the town reservoir above, slowly dripping into chamber
- Water flows partway into adjacent tunnels before being absorbed completely.
6) Empty Chamber
- Space created by Dim turning around
7) Nesting Chamber
- 10 Dim curled up on nests of eggs
- Calm, but alert for threats to their eggs
- Dozens of resurrection stones on floor between nests
8) Dragon Chamber
- Ancient dragon skeleton partially exposed
- Some scales and bones may be harvested with time spent excavating
9) Black Pit
- 10 ft. wide pit filled with black liquid
- Narrow space around edge of pit
- Sides slope downward
- Filled with a Black Pudding hiding from the Dim
Black Pudding
12 HP, 11 STR, 5 DEX, 3 WIL, devouring touch (d8)
- Giant, brainless blobs of black jelly driven only by their insatiable hunger.
- Moves along walls and across ceilings. Squeeze through holes and cracks with ease.
- Immune to mundane attacks, save fire. Normal attacks splits the Black Pudding. creating two Puddings that share HP and STR.
- Dissolve: On Critical Damage, armored targets lose 1 Armor point. STR loss to unarmored targets is permanent.
10) Green Chamber
- Dead Dim in center of chamber
- Dripping with green ooze
- Holes burned through flesh
- 5 Green Slimes on ceiling
Green Slime
3 HP, 18 STR, 6 DEX, 3 WIL, acidic touch (d10+d8)
- Large blobs of green slime that stick to walls and ceiling. Attack by dropping on top of their victims.
- The acid corrodes both metal and wood along with the carrier, but cannot affect stone. Consumed flesh becomes more green slime.
- Immune to all damage except fire. Once stuck on a victim, can only be removed if burned away.
11) Lava Chamber
- Significantly deeper than other chambers
- Tunnels into this slope steeply downward
- Pool of bubbling lava fills room
- Heat felt in adjacent tunnels
12) Tomb Chamber
- Several open sarcophagi tumbled at bottom of rubble pile from roof, which broke into an ancient tomb above
- 1 skeleton wears a Hedgehog Ring
- 1 skeleton holds a Bonesaw Blade
- 1 skeleton holds a Wayward Friend
Hedgehog Ring, 3 Charges
- A small ring set with an emerald hedgehog. Whispering a name to the ring summons a hedgehog with that name for 15 minutes. The hedgehog obeys simple commands and can communicate telepathically with the wearer, but will not overly endanger itself or fight.
- Recharge: Giving a summoned hedgehog a pint of ale adds 1 charge.
Bonesaw Blade, 3 Charges
- A sword with a bone handle and a fine-toothed blade. Deals d4 damage normally. Shouting "Die Boneheads!" enhances damage against reanimated skeletons for 6 rounds.
- Recharge: Drink a cup of tea brewed with bone dust and spit the last sip onto the sword.
Wayward Friend, 1 Charge
- A small bronze bird with amethyst eyes. Speak the name of an individual you wish to find and the bird will float in the air 5 ft. ahead of you and lead the way to them.
- Recharge: When alone, blindfold yourself, spin in a circle 5 times, and throw the bird as hard as possible. If you can find it again, it will have regained 3 charges.
13) Poop Chamber
- Communal Dim pooping area
- Several thousand Resurrection Stones piled in center
14) Vampire Bats
- A swarm of 20 Vampire Bats live here now
- Not even the Dim like coming in this room
Vampire Bat
3 HP, 6 STR, 14 DEX, bite (d8)
- Large, nocturnal mammals that feed on the blood of their victims.
- Unaffected by darkness or blinding effects. Loud noises and holy rituals may frighten them.
- Critical Damage: Recovers full STR and HP if the target has blood.
Credits
Text and Illustrations (except duckspeaker) by Luke Simonds and © 2023.
This text is licensed CC-BY-SA 4.0.
This adventure is written for and based on Cairn written by Yochai Gal and licensed CC-BY-SA 4.0.
The statblocks for the corrupted skeletons, skeleton scouts, shroom trolls, sporespiders, sporemander, water elemental, red dragon, black pudding, green slime, and vampire bats are used or adapted from the Cairn Monsters List licensed CC-BY-SA 4.0.
The forest die and warrens die procedures are adapted from the work-in-progress Cairn 2e Wilderness Exploration procedures written by Yochai Gal and licensed CC-BY-SA 4.0.
The alchemist shop and procedures for creating potions and collecting ingredients are based on Alchemie & Zaubertränke written by Daniel "Lyght" and licensed CC-BY-SA 4.0.
The duckspeaker relic is based on the Druks created by Brad Kerr. Duckspeaker illustration by Brad Kerr and used with permission.
Skeleton illustrations adapted from images in the Open Artstor Wellcome Collection and licensed CC-BY-4.0: Myotomia reformata, skeleton and Skeleton illustration from Anatomie.