Our tenth one page adventure (OPA) – download bite-sized inspiration for your RPG sessions!
Another entry in the mage Quickphix’s journey to find roadside dungeons. In this installment, he is hired by the artificers’ guild to destroy their old fortress. In this short adventure, we’ll see what happens when sentient oozes gain access to electricity. Have Fun!
Recommended RPG: D&D 5e, but easily adaptable to others
Number of players: 3-4
Duration: long (3-5 hours)
The Artificers’ Guild has urged me to raid their old headquarter in the mountains. It was abandoned after a disastrous experiment and is now spewing cursed lightning from its top. I fear neither climbing nor flying may allow me to savely reach the summit. I will have to enter its base and make my way to the top. The guild is certain someone has restarted their infernal experiments. They want me to stop them from progressing and eliminating whoever has claimed their old fortress.
In this one-page adventure, your party venture deep into an ancient artificer workshop. Their old creations still roam the halls as living proof of their creators’ hubris. How has reawakened them? Why are they attacking all intruders? Who is the new lord atop the “Artificers’ Mountain”?
Hints, notes and ideas for this One-Page Adventure
It’s under the GM’s discretion how deadly he wants this adventure to be. For a very deadly adventure, have the ooze both give shock damage and petrify in 2 turns.
To accomodate more RP-heavy campaigns, the stone cursed could talk to the players, telling them that they are quite happy with their life within the mountain.
As a twist on the ending, maybe the players could join the ooze superconscious on top of the tower and together venture forth to destroy the Artificers’ guild.