ItDR conversion: The Stones, the Ship and the Fortress (by Larry Pennyworth)
The first adventure that was used to playtest Into the Dungeon: Revived. Some additional content was added, as well as random encounter tables.
The Source
The Stones the Ship and the Fortress (by Larry Pennyworth) from One Page Dungeon Contest 2016.1,2,3
The Conversion
Released under the Creative Commons — Attribution-ShareAlike (CC BY-SA 3.0).4
Contents
Introduction ↩
The evil sorcerer Sacrebleu is terrorizing the land with his flying fortress. The fortress moves daily (roll 2d12 and place the flying fortress icon on the map). A giant thundercloud underneath the fortress puts everything in danger of getting hit by lightning.
The good mage Yolo has a plan to build a flying ship to invade the fortress, and Pirate Pete has offered his ship to be converted. The only thing missing are some hoverstones.
Hoverstones are about the size of a fist and look like ordinary rocks except for the runes carved on them. But when an electric current runs through them, the stones, and anything attached to it, will start to float in the air.
A total of four hoverstones can be found in the land, but only three need to be retrieved to make the ship stable enough to fly.

Yolo
STR 8, DEX 12, WIL 18, 9hp, Mystic 3.
Spell Tome (^ - signature spell, * - prepared spell):
arcane mark, detect magic, detect poison, mending
alarm, cause fear^, comprehend languages, detect dead, feather fall*, identify
continual flame, false life^, rope trick*
blink^, illusory script, suggestion*
Locations ↩
Empty Well
Years ago, a monk accidentally dropped a hoverstone in the well. He tried to retrieve it but was never seen again.
- Well: The well goes 30 feet down until there is a stone hatch on the bottom and a tunnel on the side.
- Tunnel: A hungry giant spider and her spider spawn are up in the corner. At the end of the tunnel, there is a pump that can open the hatch. There is a child skeleton in the corner, with a plain golden ring on its bony finger.
- giant spider
STR 14, DEX 16, WIL 4, 4hp, d6 Bite. If the bite reduces STR score, the target suffers d4 DEX Loss from venom.
- 1d4+1 spider spawn
DEX 12, WIL 3, 2hp, d4 Bite. If the bite reduces STR score, the target suffers 1 DEX Loss from venom.
- giant spider
- Hatch: There is a hole in the hatch about the size of a foot, but it's not large enough for a person to pass through. Electric eels are swimming in the water at the bottom, which makes the hoverstone jump in and out of water.
Crypt
This crypt once belonged to a rich and influential family, however it's been vandalized and in disrepair for decades. Ghouls have made it their home now, attacking anything that enters. At night, they become more active and wander outside.
- 1d6 ghouls
STR 13, DEX 15, WIL 6, 5hp, 2d6 Claws, d8 Bite, immunity to mind-altering Spells.
Ghoul Touch: if the claws reduce STR score, a target is Stunned until passing a STR Save at the end of their turn, exuding stench that makes those nearby sickened.
Anything valuable that was stored in the crypt has been plundered a long time ago. A hoverstone, apparently not deemed valuable, is lying in the corner of the last sarcophagus. A family greatsword (d10, two-handed only)
is hidden under the same sarcophagus.
Misty Marsh
Although the marsh is always covered in mist, Frog Rock is easy to find by listening to the croaking sounds of the frogmen. Frog Rock is a small island about 30 feet in diameter and has a 30 feet tall obelisk on it, obviously not build by the frogmen.
Frogmen are shy and frighted by strangers and flee when attacked. However, they won't allow anybody to set foot on Frog Rock and will give a clear warning not to do so. If a stranger does set foot on Frog Rock (or steals the hoverstone) the frogmen will turn hostile. They use hit-and-run tactics and the attacks will continue until the strangers are outside the swamp or dead.
A hoverstone is hanging from the obelisk in clear sight. The frogmen priest can speak a few common words and might be willing to swap the stone for something useful (a trumpet, a weapon that doesn't rust, a magic ring, or a small sacrifice).
- 3d6 frogmen
DEX 13, WIL 7, 2hp, crude spear (d6).
- frogman priest
DEX 11, WIL 12, 3hp, staff (d6), Healer 1.
Goblin Cave
- Entrance: One goblin is supposed to guard the entrance but is sleeping and snoring loudly instead.
- Main hall: 2d6 goblins are feasting on Antie Grundo experimental cookery.
- goblin
STR 8, DEX 14, WIL 8, 2hp, spear (d6), bow (d4).
- goblin
- Wolf kennels: Two dire wolves are locked in their kennels. They somewhat obey the goblins.
- dire wolf
STR 15, DEX 12, WIL 7, 5hp, d8 Bite.
- dire wolf
- Kitchen: Antie Grundo, a goblin shaman and leader of the goblins, uses black magic in her recipes. She hardly ever leaves her kitchen and is always brewing something, figuratively too. A hoverstone can be found on a shelf among some other trinkets and 1d4 healing potions.
- Antie Grundo
STR 8, DEX 14, WIL 15, 4hp, staff (d6), Random Cantrip (choose by rolling a d20), 2d6 shillings.
- Antie Grundo
Flying Fortress
As soon as the last hoverstone is installed, the ship is ready to take off. Yolo plans to stay behind because he's no help in combat.
- When nearing the flying fortress, the hovership will get attacked by living lightnings that fly around the fortress.
- 1d4 living lightnings
DEX 16, WIL 8, 3hp, d6 Electric Shock ignoring Armour, immunity to Electricity.
- 1d4 living lightnings
- Lobby: Automatons are patrolling the area in a predetermined and logical path.
- 1d6 automatons
WIL 3, 4hp, Armour 2, halberd (d8), stunned by Electricity.
- magic umbrella
- wool beret and striped scarf (when worn together - endure cold environments comfortably).
- 1d6 automatons
- Living Room: Stash of 3d4 small gems (worth 10s each) could be found under the bed.
- Tower: Three copper pillars are constantly exchanging sparks. A person will get a d8 Electric Shock ignoring armour when standing too close. Sacrebleu is surprised to see anybody enter this chamber and immediately attacks with lightning bolts and his wand of shock. Talking to him is futile and it's too noisy to talk anyway. The easiest way to dispose of him is to push him into the electric pillars. Either way, without Sacrebleu the fortress is doomed to crash to the ground spectacularly, so the heroes better escape quickly.
- 2d4 Scrolls (1–3 Circle)
- cyphered map (a hook for a next adventure or hidden treasure).
Sacrebleu
WIL 18, 12hp, Mystic 3, wand of shock.
Spell Tome (^ - signature spell, * - prepared spell):
daze, detect magic, mage hand, spark
feather fall, identify, magic missile^, shield, shocking grasp*, unseen servant
blindness, false life^, see invisibility*
displacement*, hold person, lightning bolt^
Items ↩
Health Potion
The vial of sparkling red liquid restores d6 STR Loss.ItDR, p.21
Magic Ring
The ring goes invisible when worn, though the wearer is still visible.
Magic Umbrella
Open to activate Feather Fall effect.
Wand of Shock
This amber wand deals d6 Electricity Damage ignoring Armour.ItDR, p.21
Random Encounters ↩
When travelling, use Travel rules from Appendix A (1 hex = 5 miles).ItDR, p.32
When to make a Random Encounter roll:ItDR, p.22
- twice per day, when travelling
- twice per night, when resting in a wilderness (or once, if the characters are stealthy and do not make a fire)
- when characters Rest, cast unprepared Spells, or hesitate in a dangerous place.
Plains
d4 | Encounter |
---|---|
1 | runaway horse (once per adventure) |
2 | 1d4 deer DEX 16, WIL 5, 2hp, d6 Hooves. |
3 | wild boar STR 13, DEX 11, WIL 5, 4hp, d6 Tusks. Charge: (once per combat) DEX Save or take d8 Damage. |
4 | 2+1d4 bandits (3-in-6 ambush) 3hp, club or axe (d6), d6 shillings. |
Forest
d6 | Encounter |
---|---|
1 | 1d4 deer DEX 16, WIL 5, 2hp, d6 Hooves. |
2 | wild boar STR 13, DEX 11, WIL 5, 4hp, d6 Tusks. Charge: (once per combat) DEX Save or take d8 Damage. |
3 | 1d8 wolves STR 12, DEX 15, WIL 6, 3hp, d6 Bite. |
4 | elk STR 16, WIL 5, 6hp, d8 Horns. |
5 | 2+1d4 bandits (4-in-6 ambush) 3hp, club or axe (d6), d6 shillings. |
6 | bear STR 15, WIL 7, 6hp, Armour 1, 2d6 Claws, d8 Bite. |
Coast
d8 | Encounter |
---|---|
1-3 | 1d4 fishermen (sell fish /1p) |
4-5 | crocodile (ambush) STR 15, WIL 5, Armour 1, 3hp, d8 Bite. |
6-7 | 3d4 frogmen (wary) DEX 13, WIL 7, 2hp, crude spear (d6). |
8 | giant crab STR 13, DEX 15, WIL 3, Armour 2, 5hp, 2d6 Pincers. Grapple: (on 6+ Damage) DEX Save or cannot move, and take d8 Damage on the next turn. STR or DEX Save to escape. |
Mountains
d6 | Encounter |
---|---|
1-2 | mountain lion (ambush) STR 15, DEX 15, WIL 8, 4hp, d8 Bite, 2d6 Claws. |
3-4 | 2d6 goblins (2-in-6 ambush) STR 8, DEX 14, WIL 8, 2hp, spear (d6), bow (d4). |
5 | bear STR 15, WIL 7, 6hp, Armour 1, 2d6 Claws, d8 Bite. |
6 | ogre STR 18, DEX 8, WIL 7, 6hp, Armour 1, club (d8). |
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