World's Smallest Dungeon
From AdamWiki
Perhaps you've heard of the World's Largest Dungeon, by AEG. Well, anyone can create a huge monstrosity, but it takes a special kind of creativity to make it very small.
After all, the future is about miniaturization, right? Remember the cell phones and "luggable computers" of the late 80's? Compare those to today's teeny phones and ultralightweight notebooks.
The World's Smallest Dungeon
Background
In 879 BH (Before Humans), in the Year of the Gnome, a powerful wizard created the most dangerous of all artifacts, a sphere of annihilation. Unfortunately, he created it in the middle of a giant hill. Its source of power, the mana-full glowstones that lay dormant in the hill, gave out a thousand years later and the sphere disappeared with an unsatisfying whining noise, much like the air squeezing slowly out of an untied balloon. The pressures of time eroded the hill that had hidden the perfectly round cave, and various creatures lived in it, including some snakes, a badger, and a grig named Edgar. This is not their story.
Over time, the little cave lost its perfectly round shape and a bunch of annoying monstrous scorpions moved in. They harassed the local fauna for a few years before being slain by a handful of local commoners. A few days later, a gnome necromancer named Sbodvin the Moderately Dark found their carapaces and turned them into skeletons to do his bidding. They guard his only magic item, which he has left in the hole.
This dungeon can be placed anywhere that a hole might appear. DMs are given maximum flexibility in tailoring the dungeon to their own campaigns.
Encounter Key
A. Hole
A hole leads into a small hollow space in the side of a hill. Read the following to the players when they find the hole.
You spot a dark hole in the rock. It beckons you to a world of adventure. Unfortunately, the hole is no more than eight inches in diameter, making passage through to the other side difficult at best.
The heroes can explore the hole through creative divination magic (scrying, wizard eyes, etc.). They will not be able to enter the hole physically unless they are Tiny-sized or have the means to shrink themselves thus.
The hole is the mouth of a two-foot long tunnel that widens gradually into a larger roughly-spherical space about four feet in diameter. This cavern is very dark, kept so by a permanent Darkness spell.
Monstrous Scorpion Skeletons (EL 1)
A colony of 4 Tiny monstrous scorpion skeletons lives here. The skeletons were created by a gnome necromancer. They lost their ability to climb effectively when they became undead and cannot get out of the cave. They will mindlessly attack anything that enters.
- Monstrous Scorpion Skeletons
- Tiny Undead
- CR 1/4; HD 1/2 d12; HP 3; Init +5 (Dex, Improved Initiative); Spd 20 ft; AC 13 (+2 size, +1 Dex); Atks Claw +2 melee (1d2-4), 2 claws +2 melee (1d2-4), and sting -3 melee (1d2-4 plus poison); Space/Reach 2-1/2 ft./0 ft; SA Poison, constrict 1d2-4, improved grab; SQ Immunity to Cold, Damage Reduction, Improved Initiative; AL NE; SV Fort +2, Ref +1, Will +2;
- Str 3, Dex 12, Con —, Int —, Wis 10, Cha 1;
- Poison (Ex): A Tiny monstrous scorpion skeleton has a poisonous sting (Fort DC 12, initial damage 1 Con, secondary damage 1 Con). The save DCs are Constitution-based.
- Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.
- Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.
- Immunity to Cold (Ex): Skeletons are not affected by cold.
- Damage Reduction 5/Bludgeoning: Skeletons lack flesh or internal organs.
In the bottom of the cave under some loose dirt (Search, DC 12 to locate) is a potion of cure minor wounds (cures 1 point of damage).
