Location, Location, Location - Madman Muldoonâs Barn
Hullo, Gentle Readers. This weekâs article with a fully fleshed out five-room dungeon is set around an unlikely locale - a simple barn.
Madman Muldoon is an eccentric loner. He was a war veteran, and he used his winnings from the war to buy a farm where he raises various crops, chickens, and goats. Heâs been out there for years, occasionally wandering into town to sell his extra and buy things he needs. Now, however, he has an issue, and he needs help. His chickens and goats are vanishing right out of his barn. Heâs tried to investigate the situation himself, but his foot went right into the ground and he twisted his ankle, so heâs hobbled into town for help. Heâs willing to pay for help, including the magic item he brought home as one of the spoils of war. You can make it really tempting by making it something the PCs wantâŚlike a magic weapon of a type a martial character uses, an elven cloak, a wand, or something similar.
Muldoonâs goats are being eaten by a mated pair of ankhegs thatâve burrowed up under the barn. The goats are tumbling right down to them, and theyâre enjoying the feast. If they run out of goats, however, the old soldier is likely next. This adventure assumes the PCs are level 2. If not, this could be a deadly set of encounters for them.Â
âRoomâ 1 - the Barn. This large building smells of hay, a hint of mildew, and goats. The floor under the chicken and goat enclosures is thin at best, and the ankhegs keep poking holes in it to let animals tumble down for them to eat. If one medium-sized player character enters the enclosure, have them make a Dexterity save (DC 12) to avoid having their leg go through the floor like Muldoonâs did. This will do 3 hp of damage (1d6). The barn can handle one player character in each enclosure. When either enclosure has two of more characters, however, the floor will collapse, sending all the animals and PCs in these enclosures to tumble down into the chamber below. This controlled fall will cause 7 (2d6) hp of damage. Players could use Perception, Investigation, or an Intelligence check if theyâre proficient with Carpentry tools to determine that the floor is dangerous to walk on.
âRoomâ 2 - The Ankheg chamber. A mated pair of ankhegs have burrowed a series of chambers under Muldoonâs barn. One of them is presently in the chamber when the PCs drop in, but the other one is below the floor, burrowing back home. It will launch out on the second round, trying to gain surprise on a victim. There are bones of chickens and goats, partially dissolved by the ankhegsâ powerful acids. There are other tunnels leading out of the chamber, or the PCs can find a way to climb back up to Muldoonâs farm. He wonât immediately pay them for killing the ankhegs. âWhat if they laid eggs or something down there?â Heâd like them to be more certain.
âRoomâ 3 - the Deeper Chambers. The tunnels that the ankhegs have dug wind around confusingly. If they are followed, some seem to lead up, and some seem to lead down. The ones that lead up smell a bit more like fresh air, but the ones that lead down have an old, musty smell to them.
âRoomâ 4 - the Exit. The tunnels that lead upward lead to a forest clearing. Thereâs a ton of dead bracken here, as well as some evidence (findable with a Survival check) that there has been a fight here (broken branches, as well as a few stray, broken arrows). An investigation check reveals the bodies of three humans, mostly eaten. They are the remains of Aelford Weaver, a well-to-do merchant who ran afoul of the ankhegs, and a signet ring he wears will reveal this (with a History check of by an Investigation back in Oathford) and his two guards. Inquiries at his place of business will reveal that he vanished some weeks ago, and his mercenary guards never returned. His wife Hadia feared that he had run off, and sheâs been running the place ever since. This could lead into some missions as protection for caravans taking her goods to other towns. She will give the PCs 50 gp as her thanks for telling her the truth.
âRoomâ 5 - the Ancient Portico. The lower tunnels lead down to a surpriseâŚthe tunnel ends in a solid stone wall. There appears to be some kind of building hidden deep down in the earth, although thereâs no obvious door. Taking some time to excavate will reveal an entrance to a chamber where skeletal remains of humans and orcs lie as though they had died fighting each other. There is enough of a touch of Chaos left to bring six orcish skeletons to life. If the various bodies are looted, the players can gather a total of 16 gp, 54 sp, and 23 cp, as well as an ivory drinking horn worth 25 gp.
Muldoon will reward the PCs with 25 gp each for their aid, plus his magic item.