A hoary old tower that serves as the lair of a necromancer, but not is all as it seems.
An underground club, meeting place, and fortress
The blighted and forgotten hall of a once mighty demon lord
A Five Room Dungeon about finding the Imperial city of The Lost Empire.
The heroes storm the Temple of R’gu, the God From The Stars, to steal the Ruby of the Winged Master
The Great King long ago ceased attempting to police the wastelands of his Border Marches, and these debatable lands fell into the hands of petty counts, retired generals, and warlords, who constructed and then abandoned many keeps ripe for plunder.
Can you think while scared out of your wits? Lets hope your adventurers can…
A fantastic fortune in the remains of a drowned realm.
Tips on how to create five room dungeons that can be used for any location, are short, are quick to plan, easy to polish and plan, flexible in size and easy to integrate into your campaign.
Hu was an ambassador of the Seventh Emperor of the Reng Dynasty. Throughout his life he traveled across many miles and lands to entreaty with neighboring kingdoms and the semi-savages who dwelled amidst the Metal Mountains.
During one such diplomatic mission, Hu was gifted a small iron marble as a gesture, by a shaman of the Kiy-Kiy tribe. Little else is known of Hu, but that marble was lost and is now somewhere out there for someone to find.
A tiny, shiny sphere, the marble has several properties. First and foremost it is a strong magnet, considerably stronger than its size and density would indicate.
Secondly, if thrown or rolled upon the ground and the command word is spoken, the iron ball will magically enlarge to either the size of an ogres's head or to that of a great globe, twelve feet in diameter. The rolling ball of either size will continue to roll or fly at the same relative speed it was when launched as a marble, and can thus cause great damage to anything in its path. The magnetic power of the ball will also magnify when enlarged.
Legends claim that the ball has been tossed from besieged castles upon attacking foes and rolled at marching armies in ages past. At the end of such rolls, the larger size globe has been known to not only crush soldiers underfoot, but to also "collect" many dozens of metallic weapons and bits of armor unto itself, appearing as an armored sphere, with swords and spears sticking out from it in all directions.
Owning this powerful marble has its drawbacks. Anyone carrying it on their person, will experience the iron ball's insidious effects after some time. The owner feels no worse for wear, but after two month's time they will suddenly awaken one morning to find that their hair has fallen out completely, their teeth loosened like baby's teeth ready to drop, and their fingernails simply shriveled and sliding off the fingers and toes. Perhaps unbeknownst to the owner at first, the iron ball also renders an owner sterile or barren by this time.
Regular clerical healing will not reverse this horrible malady. Only finding and beseeching a shaman of the Kiy-Kiy tribe to heal the iron ball's effects with their particular brand of magic, will work.
Hu's Iron Ball should be handled carefully by players and gms.