Dungeons & Dragons Tiny Adventures
Dungeon Of Dread Difficulty: Level 10
Castle Dreadmoore crouches over the Dungeon of Dread, infamous for its slowly growing tunnels, worming outward like the roots of a tree. Now these mysteriously spreading catacombs have opened into the cellars of the city, disgorging horrors to wreak havoc before sealing again. The people living in the shadow of Castle Dreadmoore have called for someone to delve into the castle and end the threat.

Total adventure time: 2h 43 minutes


Encounter Type Possibilities for this Adventure
AC Atk Cha Con Dex Int Str Wis
Castle 5+1 rare 4 2 4 3 6 3 5+2 rare
DCs 34-38 26-30 18-20 18-19 18-19 18-19 18-19 18-19
Dungeon 0 4 2 0 1 2+2 rare 1 1
DCs - 26-32 18-20 - 19 19-20 18 18
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The adventure begins . . . 0:10
NAME snuck into the castle in the hopes of avoiding the attention of its inhabitants, but once inside, it didn't seem like they were paying much attention anyway.
Encounter 1: Castle 7:35
Armor Class and Wisdom checks occur more often in the Castle.
Encounter 2: Castle 11:55
Encounter 3: Castle 8:40
Encounter 4: Castle 10:50
Encounter 5: Castle 9:45
Encounter 6: Castle 14:05
Encounter 7: Dungeon 10:50
Attack Bonus and Intelligence checks occur more often in the Dungeon.
The adventure continues . . . 0:10
NAME found the hidden entrance to the dungeon and entered, not knowing what he/she would find.
Encounter 8: Castle 9:45
Encounter 9: Castle 13:00
Encounter 10: Dungeon 11:55
Encounter 11: Dungeon 8:40
The adventure continues . . . 0:10
All the wandering through the many twisted halls NAME had done finally paid off as NAME discovered a secret door bearing the symbol of Torog, evil god of pain, imprisonment, and dark tunnels beneath the earth. Perhaps cultists of Torog were causing the famous dungeon to grow into the town.
Encounter 12: Dungeon 8:40
Encounter 13: Dungeon 13:00
Encounter 14: Dungeon 7:35
Encounter 15: Final Encounter 16:15
Armor Class (Magic) check with a difficulty of 38.
Final Encounter Text
Success Results Failure Results

Flashing lights and deep chanting alerted NAME to the presence of Torog cultists. Peering into the room, NAME saw several gray-robed cultists and a bearded man who must have been the high priest chanting around a floating construct of glowing strands. As they chanted, the tangled strands wriggled outward in the air. It was a representation of the growing dungeon! NAME knew that stopping the chanting would stop the dungeon.

The evil cultists had to die, but before that NAME had to survive their attack. Gripping his/her WEAPONTYPE tightly, NAME fended off blow after blow and avoided spell after spell. His/Her armor saved his/her hide and finally after several tense minutes, it was all over. The city was saved, and the cultists' riches were NAME's to claim. The evil cultists had to die, but before that NAME had to survive their attack. That part didn't go very well. Between their multitude of maces and streaking spells NAME soon fell unconscious. When he awoke in a wine cellar, the last thing NAME could remember was being dragged through a stone hallway by several cultists, but he was happy to find some extra valuables lying next to him on the floor.
  • 103 XP
  • 101 gold
  • 10 damage

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