Unending Tinkering

A PWYW adventure for Cairn, a one page dungeon by Tofu Revolution.

There is an undead saint entombed in a burial mound, waiting to be woken up to defend the world once more. Maybe.

Its a 7 room dungeon and has a delightful art style that makes it easy to determine what is going on in each room.

Its not specified that you can awaken Saint Wendelgard to fight some arising evil, but it seems to be implied. You could also loot the tomb and just wake her up, where she will be determined to leave and fight anyone who impedes her progress (being unhappy at being imprisoned). Its got a lot of great potential there for hooks. A few sentences of different hooks would be useful if this was turned into more than a one pager.

The entrance has an flavourful requirement (you need to put blood on the door to open it), but the nice touch is that local trolls have turned the weird carved door into a location for their own shrine and put an idol here. There is a chance trolls are waiting at the door conducting a ritual. It doesn't specify if this 1/6 chance is when first approaching or just anytime you go by this room. I think it has the most interesting consequences if its a 1/6 chance when you approach and another 1/6 chance when you leave (or maybe 1/12 each time to keep the odds the same). That makes it a risk and a choice. Do you wait for the trolls to show up eventually to make sure they aren't a barrier if you are fleeing in a hurry? (or an obstacle to the Saint). If you are in a hurry to awaken the saint to fight some other problem this becomes a meaningful choice and risk.

The first room has a pair of statues that attack you only if you draw weapons. Its a a chokepoint to leave and this makes it a useful tool if they will attack enemies who draw weapons, allow you to flee to this room (especially if fleeing past trolls). Some more telegraphing (murals, scripture written on the wall, etc) would be useful so players can figure out what will happen easier. Right now there really isn't anything to clue players in how these statues work, it may seem like just an arbitrary fight. Good structure, but it needs some fleshing out. I suspect this is just a limit of the one page format.

There is a room with 4 slabs and three of them have undead who are waiting to die but can be raised by Wendelgard. You can talk to them and they want to cease existing. Their is a fourth warrior on the encounter tables who has gone mad. This is a good hint that one of them is wandering about.

There is a room with an altar (and some treasure) as well as a pit full of poison spikes, at the bottom of which is a skeleton holding a key. It isn't clear if this trap is still operational (and thus someone can fall in) or if its already been set off. I think it works better already being set off as it creates an interesting puzzle. Get the key from the skeleton without touching any of the poison spikes. Hopefully none of the roving giant centipedes that live in the earth of the barrowmound come in and attack while you are lowering a companion on a rope.

The key is to the door in another room that blocks access to the Saint's body. Picking the lock causes magic fear based paralysis with a failed save, which is bad in an area overrun with centipedes. Its not an amazing design but its functional and workmanlike. Its a door with a trap and a hidden key in the end. This could be a good point for something like a riddle or repeating some holy passage that would disable the fear trap.

Behind the door is the main chamber with a bit of treasure and a marble sarcophagus containing the body (but not the head) of the titular saint. There is a secret door that leads to the hidden treasure chamber. The treasure chamber contains a reliquary holding the saint's head. Removing the head wakes it up and it wants to be reunited with its body, waking up the saint (who in turn wakes up her warriors). This is a good little puzzle, but it could be enhanced with both a red herring (perhaps implying the head is stored in another tomb) and also a clue to the secret passage so that clever players will know there is another room but careless players may go off on a wild goose chase.

The random encounters are mostly centipedes, spooky effects, or the one roaming mad undead warrior.

The centipedes are a nice bit of naturalism in an otherwise supernatural tomb so they add some grounding. The warrior is a nice wandering boss with foreshadowing already found in a room. Given the size of the dungeon and the limited rooms it might be nice to place him (Gregor the mad) in a default room. The map shows him in the locked door room, so maybe place him there.

1/4 of the spooky events are just eerie silence, which is fine (although maybe a bit too likely). Its good to have null results on wandering monster checks. The others are some spooky sounds (1 result), a random character starts crying blood (1 result) and a gust of wind that blows out flames (1 result).

The gust of air extinguishing flames is a good bit, it has an impact. Its a minor one though because it always happens alone and so torches can just be relit. There is no result of "roll 2 encounters" to make it lead to real chaos.

To that end I would suggest the spooky sounds result could be a warning to roll 2 encounters the next time (leading to tension if the players figure out the pattern).

The random character crying blood doesn't seem like it would have much effect in practice and I would suggest tweaking it to have a mechanical effect. Whichever character has been tagged with the "crying blood" could be the one who is always targeted by attacks, or could suffer some other penalty like always taking maximum damage. Make the results actually BE terrifying.

Overall this is a pretty good little adventure and most of its "flaws" are due to space limitations of being a one page dungeon. It would do well to be expanded out in a 8 or 12 page zine adventure with a few more rooms and/or surrounding area.