A five room dungeon with the appropriate clashes of steel, smooth talking, and betrayal.
It is said wizards don’t work well with others of their kind. Once they have a tower, woe to anyone not recognizing their superiority, that is the rule. But to every rule is an exception. Once, there were three wizards, on friendly terms, that built their towers closer than anyone before. The towers are lost, the knowledge therein may be yet reclaimed.
The TheoRgs are known for being amongst the biggest, toughest, and most generally unpleasant sentients in the galaxy. And this is their nightclub.
Can you think while scared out of your wits? Lets hope your adventurers can…
A sickness is destroying the crops. A town, wishing to avoid past horrors, seeks out daring folk to try and stop this trouble at its source. Can they find who’s to blame?
In the ramshackle town of Spear Malice only a single building still stands. It has defied the Great War and its spears of light; nuclear blasts that devastated the entire state, and ever since then it has defied the onslaught of time.
Its halls have not yet been breached, and a wealth of technological treasure await, ripe for plunder! But there are others who crave this treasure; others that will do anything to claim it.
A rare form of Undead seeks the help of a band of PCs. Will they be up to the challange?
Once a mighty pirate ship, Deathwail was captained by the dreaded pirate known as simply as Redeye. A man prone to unspeakable acts of Violence, Redeye and his ship Deathwail were finally destroyed in a horrible battle. However, Redeye was not to be counted out. Prior to the battle, he had plundered an ancient tomb, and had found a relic which he had kept. This item was cursed, and when he and his crew died, it brought them back in a horrible mockery of life. Enslaved by this relic, the pirates scour the waters, looking for souls that can be fed to the evil relic
Enter the Kingdom of Frog King in search of Treasure. What deal will you have to strike to get out alive?
Before the honored dead are placed in their sarcophagi of alabaster, they come to the Villa of the Embalmers.
A cell of cultists hidden in a city. These people seek to bring a dark god of antiquity back into the world. Can you stop them? WILL you stop them?
The players have a chance to cure the plague that has sprouted up upon their travels. Will they choose to do the right thing and help bring health back to the region?
A fantastic fortune in the remains of a drowned realm.
A tough climb for a source of wonderous healing…
This is the tomb of an ancient knight, later made politician. He fought in countless battles, and his fabled armour is said to have been buried with him.
A traveling dungeon of canvas and props…
Here is an example 5 Room Dungeon to inspire your contest entries. In your campaign, you’ll need to flesh out some of the details, but this skeleton format is perfect for GMs to pick up and customize for their own memorable sessions.
"Calm your mind"," the mage said. "I can’t" says Raygar. "It is like my thoughts are echoing in here. It is so loud!" The mage tried to shift the burly bandit, to drag him out of the room. "This is a prayer room, what to ..." The mage practically leapt to the dais. Sitting in the center he sank in a position of reflection and prayed. The mage heard the click. The bandit sighed slightly in the tiniest relief. The mage began to drag the bandit out of the room, heading to and opening one of the doors.
The Grinder was instituted as a capital punishment for the worst murderers and criminals.
Deep in Sorilyeshcu, the Cloud Jungle of Ozhun, an evil clan of white apes keeps a malign secret.
A military organization, the Stalkers are a hunting/mining militia that are known for wearing full body shrouds that easily hide them in snow and other slushy terrain. The lightly armored warriors are known for the speed, stealth, and the vicious wounds inflicted by their hunting hatchets. Many of the Stalkers keep crop-eared warhounds with them, both for hunting, companionship, and in war.