Summer S End
Summer S End
Originally
created for my Patreon supporters, they have been
revised and expanded for this print release. Due to the
one-page format, they are not as fleshed-out as typical
RPG adventures, but most experienced GMs should be
able to run them with minimal preparation.
Six of them are “six-mile adventure hexes”, designed to
be dropped into a hexcrawl when you need a region
packed with encounters and content. The other six
. adventures are dungeons which can be scattered around Writing and Maps: Ben Milton
most fantasy worlds, although (as with the hexes) you Cover: DC Stow
may need to tweak some of the flavor to better fit with
your campaign.
The stats and game mechanics, where present, are
intended for my Knave 2e RPG, but are easily
compatible with most traditional fantasy RPGs such as
Basic/Expert D&D, Old-School Essentials, and the like.
Huts: The hex is home to six witches: Vesme, Druma, Olgette, Potions:
The Redrot Caverns: These caves are inhabited by a decrepit race of Moss-men, their Hester, Emphilida and Roanna. They do not get along, and each 1. Invisibility
civilization long past its prime. The walls of their tunnels ooze red clay, which they use to resents the others for stealing her status as “The Swamp Witch.” 2. Water-walking
daub their skin. Everyone in the hex will tell the party to avoid them. If players do invade They will exchange potions for favors performed. 3. Ooze-form
their warrens, the moss men will defend themselves, but are so weak that they pose no Favors: 4. Fire form
serious threat. They guard a cloudy emerald of extraordinary size and beauty. Stealing it 1. Investigate the nearest shipwreck 5. Ghost form
awakens the Golmugaunt, a giant construct made from red clay and stone. It is slow but 2. Burn down another witch’s hut. 6. Undead
relentless. It will follow the one who stole the emerald forever. AC 18, HP 16, LVL 8, ATK 3. Retrieve a Megaheron Egg. repellent
slam (2d6), MOV 20’, MRL 12. 4. Kill another witch and retrieve her heart.
5. Get two witches to fight each other.
6. Retrieve the emerald from the Redrot Caverns.
10 11
Sparrowkeep: The fortress is owned Random Encounters:
by Lady Margot, a short, elderly Forest
woman who is barely keeping things 1-3: 2d6 Goblins, AC 13, HP 4, LVL 1,
under control. The wizard war has ATK weapon (d6), MOV 20’, MRL 7
the peasantry in a state of near-revolt, 4-5: d6 Ogres, AC 14, HP 16, LVL 4,
and she will pay handsomely for ATK weapon (d10), MOV 30’, MRL 10
someone to end it. She knows 6: Random NPC
Agripina is behind it somehow, but
The town of Sparrowkeep is surrounded by four wizard towers whose occupants the witch won’t speak to anyone from Hills
have begun a competition for the affections of a local witch. Every day roll a d6 for the town. 1-3: 2d6 Bandits, AC 13, HP 4, LVL 1,
each wizard to see what they’re up to. Each morning they memorize 4 random spells. The town sits at the intersection of an ATK weapon (d6), MOV 40’, MRL 8
overland and river trade route. It’s 4-5: Cyclops, AC 14, HP 24, LVL 6, ATK
only a matter of time before the weapon (d12), MOV 30’, MRL 10
The Tower of Anaximinides the disruption of commerce destroys the 6: Random NPC
Unquenchable: Tall, jowly, and regal, town’s reputation permanently.
Anaximinides accidentally cursed himself to be Swamp
permanently enveloped in flame, but pretends that 1-3: 3d6 Zombies, AC 11, HP 4, LVL 1,
it was intentional. All of his tableware is gold and ATK bite (d4), MOV 20’, MRL 12
worth 300 gold pieces. AC 11, HP 20, LVL 5, 4-5: Shambling Mound, AC 20, HP 32,
ATK staff (d6), MOV 40’, MRL 10 LVL 8, ATK two claws (2d6), MOV 20’,
What is he up to today? MRL 10
1-2: Citizens of Sparrowkeep feel 6: Random NPC
compelled to line up at Agripina’s
door and apologize.
3-4: A cyclops lays siege to a
random enemy tower.
5-6: The sun does not
rise, and the stars
spell out Agripina’s
name. The Tower of Hermian the Elder.
Wheezy, round, jolly. Has a collection of
400 jade miniature figures. He’ll get around to
painting them someday. AC 11, HP 16, LVL 4,
The Tower of Bertram ATK staff (d6), MOV 40’, MRL 8
Bartleby: Lanky, no work ethic, a What is he up to today?
bit of an idiot. He has no innate 1-2: Thousands of miniature mud golems march
magical talent and works purely off of across the hex to lay siege to a random tower.
some magical books he inherited from 3-4: Rivers run backwards, fish come to the surface
his rich aunt. Doesn’t want Agripina to to sing Agripina’s praises.
know. Owns a dozen huge paintings 5-6: The stones of every building in the hex become
worth 500 gold pieces each at a major carved with Agripina’s face.
city. AC 11, HP 12, LVL 3, ATK fist The Tower of Doctor Mortimo. Slumped,
(d4), MOV 40’, MRL 5 greasy, precise. Owns 7 super-rare books on
What is he up to today? creating artificial humans. AC 11, HP 16, LVL 4, The House of Agripina Root. Agripina is a witch. She has seduced all four
1-2: Rainbow smoke pours from his ATK fist (d4), MOV 40’, MRL 7 of the local wizards, hoping that their competition for her affections will
tower as a spell misfires. What is he up to today? cause havoc for the people of Sparrowkeep, who exiled her after a bad
3-4: Tower grows to 10x height. 1-4: Zombies wander the hex promoting Agripina’s harvest. So far, it’s working. She’s plain, middle-aged, and incredibly
5-6: Woodland creatures take over virtues and fighting other wizards’ minions. charming. AC 11, HP 16, LVL 4, ATK dagger (d6), MOV 40’, MRL 8.
Sparrowkeep and hang posters of 5-6: A huge dark cloud in the shape of his face drifts Potions: Alter face, beast speech, elasticity, heat-proof, sovereign acid,
Agripina everywhere. about, staring disapprovingly. invisibility, ventriloquism, wall-crawling.
12 13
The Alchemist’s constructs
• [Destroy]: AC 18, HP 24, LVL 6, ATK
punchcard appearances
• [Alchemist]: Made of gold. Etching of
random encounters
When an random encounter is triggered,
Repose hammer (d12), MOV 20’, MRL 12.
Patrols the dungeon and responds to
the four elements.
• [Construct]: Made of steel. Etching of a
roll on the following table or use common
sense based on which creatures are nearby.
The five hulking, robotic constructs in this noises. Immune to mental effects. Loud. gear. If a construct has been previously
dungeon have [Function] and [Target] • [Repair]: AC 12, HP 16, LVL 4, ATK • [Crack]: Made of copper. Etching of a reprogrammed, the reprogrammed version
tags. A construct’s function is built into its none, MOV 20’, MRL 12. Has a dozen broken wall. of it appears.
structure and cannot be changed, but its arms equipped with tools. Immune to • [Elf]: Made of platinum. Etching of a elf. 1. [Destroy][Intruder] construct
target is set by means of a rectangular mental effects. Loud. • [Intruder]: Made of silver. Etching of 2. [Destroy][Intruder] construct
metal punchcard slotted into its head. • [Retrieve]: AC 15, HP 20, LVL 5, ATK crossed swords. 3. [Repair][Cracks] construct
slam (d6) or grab, MOV 20’, MRL 12. • [Punchcard]: Made of platinum. Etching 4. [Repair][Construct] construct
If a PC removes that card, the construct
Can-shaped with arms. Places retrieved of a punchcard. 5. [Retrieve][Punchcard] construct
will shut down. These punchcards can be
objects in its belly and takes them to the 6. d6 fungal elves.
slotted into any functional construct,
library. Immune to mental effects. Loud.
allowing players to reprogram them.
14 15
Six Boneboys lounge, carving runes into
their spears. They are gaunt and paint their
bodies to look like skeletons. AC 12, HP 4,
Huge spider, grown slow and
LVL 1, ATK spear (d6), MOV 40’, MRL 8
stupid with age. Has absorbed
so much fungus that it can There is a half-eaten corpse in the corner.
make its hide ripple with
ENTER the sewer by
color, mesmerizing prey who
rappelling down from a
fail a WIS check. AC 13, HP A large sigil is set in the middle
large storm drain above.
12, LVL 3, ATK bite (d6), of the floor, written with
Your rope will end right
MOV 20’, MRL 8. Bitten charcoal and luminescent
in the center of the Powerful waterfall. The
targets who fail a CON check fungus. Four Boneboys sit
cistern. pressure is enough to
die in d4 turns. around the sigil, drumming on
Four desiccated corpses, cocooned in silk. One knock you off your feet.
the stone. They drum faster as
has a purse filled with 200 gold pieces. Another the ritual nears completion. The
has a smokebomb and a grappling hook. Boneboys’ leader sits in its
center. In ten turns he will
Luminescent fungus coats the walls and floor. transform into the King of
Getting it on your feet will cause you to track it Nails, an abomination with
everywhere. Getting it on your skin will cause steel spines growing out of its
your skin to start glowing, even after wiping the leathery skin. AC 14, HP 20,
fungus off. LVL 5, ATK impale (d12),
MOV 40’, MRL 12, can climb
on walls.
Heavy wooden planks. They can be moved,
slowly, by two characters.
A poorly made driftwood
statue encrusted with silver
Sewer channel. Fifteen feet wide, nearly jewelry. Disturbing the statue
impossible to jump. Disturbing the water pulls a string that triggers a
anywhere in the sewers attracts the attention of a block of stone on a chain
huge blind sewer squid. AC 16, HP 24, LVL 6, swinging directly into the idol.
ATK four tentacles (d6 each), MOV 30’, MRL 8.
Character hit by two tentacles in the same round
must make a STR check or be pulled under. Three lost teenagers. Starving,
paranoid. They’ve found a
potion of water-walking, but
North door has been blocked by a barricade. they don’t know what it is.
Disturbing it will cause it to fall outwards into the
channel. Inside, several corpses, bloated with
poison. East door barricaded very securely. A small shrine to a crooked
little god, ringed with long-dead
candles. The idol is worth a
A gas pocket has been building up in this room fortune to antiquities dealers.
from deep underground. Poisonous and The King of Nails is terrified of
flammable. it and will send Boneboys to kill
Waterfall drops down to Rusty gears and Several hammers the one who holds it.
unknown depths. chains. A lever that and a makeshift
opens portcullis A. battering ram, as if
Very loud when something was trying
activated. to break through the
north door.
16 17
The Keymaster buried his greatest secret, the schematics to the Lock Absolute, in a
vault at the center of his lair. A priceless treasure for any king with secrets to hide,
the schematics have remained untouched for centuries. The vault will open only for
those clever enough to find the four hidden keys and turn the four hidden locks.
The dungeon contains eight secret doors. If the referee wants to make the dungeon a
bit easier, they can make these doors quite obvious but still unopenable until the
party finds the trick.
Secret room containing the silver keyhole. Turning it
will awaken 12 skeletons entombed in the niches in the
hallway, armed with hammers. AC 12, HP 4, LVL 1,
ATK hammer (d8), MOV 20’, MRL 12
Catacombs. The skeleton Entrance
of a famous architect rests Secret room containing 100 gold keys. The
in each of the niches. stone guardian golem from the room in the
southwest corner of the dungeon can sense
Secret room containing the bronze which one is real and will always pursue the
keyhole and a gelatinous cube. AC character holding it.
11, HP 16, LVL 4, ATK touch (2d4),
MOV 10’, MRL 12 Armory stocked with dozens of
spears, helmets, and shields.
Square pool lined with lapis. The water
will freeze solid anything it touches in a Secret room containing a dead
matter of seconds. adventurer with the bronze key in
The central chamber. A large vault set her pocket.
into the floor is held shut by four metal lion
statues, one steel, one bronze, one silver and Murals of the Keymaster constructing the
one gold. Each will release its hold once the Twice-Palace.
corresponding keyhole is turned with a key
of the proper metal. South of the vault is a
Shrine to Saint Kluge, the patron
statue of the Keymaster, facing north. The
saint of obnoxious logic problems.
statue can be rotated, 90 degrees at a time.
Close observation reveals supplicants
The cardinal direction that the Keymaster
have stuffed problems on scraps of
faces slides open all secret doors marked
paper into the statue’s ears.
with that direction and slides shut all other
secret doors.
Secret room with
the steel keyhole.
Secret room containing the silver key.
Secret room containing the gold keyhole
and a stone guardian golem. AC 18, HP 24,
LVL 6, ATK fist (d8), MOV 20’, MRL 12
22 23
The tomb of an evil king (whose exact All four walls are covered
crimes have been lost to history) has been in a mural of emaciated
uncovered. Grave robbers are flocking to its people worshiping the
catacombs, unaware of the evil waiting to Lever to release image of the King on the
emerge. Secret door hidden behind a the grate over the west wall.
bas-relief of the vampire king, spiked pit trap.
Sarcophagus holding a high-ranking noble. which must be smashed.
Each has a 50% chance of holding a piece of
jewelry worth 1d6x100 coins. If other
adventurers are present, they will already have
robbed any sarcophagi, unless they are
preoccupied with something else. Each
Murals depicting a king sarcophagi lid has a sculpture of its occupant
and 13 nobles, drinking a carved into it, life size.
dark liquid from goblets
while at table.
Grating
covering a
spiked pit trap.
Stairs leading to the
floor of the cave.
Circles represent pillars A final sarcophagus
holding up unstable with a plain, blank lid holds
construction. a corpse clutching a wine Trap collects blood and
bottle worth 3000 gold. funnels it down to the
vampire tomb below.
Black obsidian inverted
pyramid hanging in open cave.