The Shifting Burrows - One Shot
Are you tired of starting a campaign in a tavern? Do you want to jump straight into adventure? Then why not try dropping your players head first into the Shifting Burrows, literally. A magical network of mud tunnels just below the surface where the cavernous rooms and grass ceiling are constantly changing position, trapping many animal and adventurer alike. An ideal starter dungeon for low level parties.
Skeleton - HP 8, DS 10, Actions: Melee 1d4 damage, chance to stun
Slime - HP 8, DS 10, Actions: Spit 1d4 damage, chance to stick
Stick - The player becomes stuck, unable to move. Lasts 2 rounds
Stun - The player is placed in a daze, unable to attack or defend. Lasts 1 round
The setup:
You are abruptly woken up by vibrations of the earth moving all around you. Rocks and dirt grind against each other to create a deep growl that shakes you to the core. You are lying on the floor, confused. As you lift yourself to your feet and look around the room, you find others passed out on the ground inside this dusty and muddy cave. Lightened by a few streaks of light shining down through the crack in the ceiling.
The last thing you remember is walking off the well ridden track in the thick fields, following a small creature of some kind. The next thing you know, you are in some sort of earthy cave surrounded by strangers. What is going on?
The Mechanics:
Rooms 1 to 6 (highlighted by the thicker black lines) change position in a clockwise motion as often as you like, but every 10 to 15 minutes in world time seems to work well. Rooms 7 to 10 do not change position.You and the party have found yourself in the shifting burrows, a collection of tunnels just below the surface of the fields. Where the tunnels are enchanted with some kind of strange magic forcing the tunnels themselves to wriggle and move like the worms and insects that typically burrow here.
The Burrow:
General Conditions:
- Temperature: Slightly cooler than average
- Walls: Cracked and crumbling earth, 12ft tall
- Floor: Dry compact dirt
Rooms:
- Room 1: Well lit room (hole in the ceiling), starting location, empty
- Room 2: Dark room, rusty spear in the middle of the floor
- Room 3: Dark room, half burnt torch x1 in middle of the floor, treasure in top right corner, 6g per player
- Room 4: Dimly lit room, Slime x1
- Room 5: Dimly lit room, unlit torch x2 dropped on the floor, Rat x2
- Room 6: Dimly lit room, broken stalagmite root, 9in tip by the base
- Room 7: Dark Room, exit ladder, pile of rat skulls in the corner, hidden treasure (DC 12) 32g per player
- Room 8: Dimly lit room, rusty shield propped on the south wall, Rat x2
- Room 9: Well lit room (hole in the ceiling), Skeleton x1
- Room 10: Dark room, A broken barrel surrounded by splintered wood, hidden treasure (DC 15) 29g per player, 6 arrows
Monsters:
Rat - HP 8, DS 10, Actions: Bite 1d4 damage, chance to bleedSkeleton - HP 8, DS 10, Actions: Melee 1d4 damage, chance to stun
Slime - HP 8, DS 10, Actions: Spit 1d4 damage, chance to stick
Conditions:
If monster rolls a Nat 20 on an attack roll, condition applies. Conditions tend to last for a number of rounds but if they can make a successful saving throw then the condition is removed. Bleed - The player loses 1HP every round. Lasts for 3 roundsStick - The player becomes stuck, unable to move. Lasts 2 rounds
Stun - The player is placed in a daze, unable to attack or defend. Lasts 1 round
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