0% found this document useful (0 votes)
24 views28 pages

Kricket's Bar & Gryll Dungeon Guide

Kricket's Bar and Gryll is a whimsical underground tavern and dungeon adventure featuring unique beef dishes and mystery meat, with a playful nod to dinosaurs. The document outlines a five-room dungeon that can be tailored for different play styles, including combat and exploration, while introducing new NPC races and themed items. It provides detailed descriptions of each room, potential encounters, and gameplay mechanics to enhance the experience for players and Dungeon Masters alike.

Uploaded by

Blake L. Dennis
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
24 views28 pages

Kricket's Bar & Gryll Dungeon Guide

Kricket's Bar and Gryll is a whimsical underground tavern and dungeon adventure featuring unique beef dishes and mystery meat, with a playful nod to dinosaurs. The document outlines a five-room dungeon that can be tailored for different play styles, including combat and exploration, while introducing new NPC races and themed items. It provides detailed descriptions of each room, potential encounters, and gameplay mechanics to enhance the experience for players and Dungeon Masters alike.

Uploaded by

Blake L. Dennis
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

ICK

KE
ET’’S
RIC T
S
K
K
R

BAR &
BAR & GRYLL
GRYLL
(Dinosaurs definitely “NOT” included)
B Y K N I G O B I + Y 2 N I C K E L
MENU
Open3-8 HOURS
Seating
4-6 PEOPLE
This 3 Electrum Star Restaurant has the BEST beef dishes. If AT LEVEL 6-8
only we could find out where the unique meat came from...
SPOILER ALERT
SPOILER ALERT THE
THE MYSTERY
MYSTERY MEAT
MEAT IS
IS DINOSAURS
DINOSAURS

TODAY’S
APPETIZERS
TABLE OF CONTENTS
YOU ARE HERE!
The summaries of each room and
where to find them as well as all other
???
Specials
4 Hand Drawn Maps
resources provided.

INTRO P. 1
All about Kricket’s Bar and Gryll!
With player primer and setting
summary. Find out if this adventure is MAIN DISHES
for you and your table! 2 New NPC Races
MAP OVERVIEW P. 2
Take a look at the dungeon overview, ROOM 1 P. 3
little notes and layout tips for the paths
your players can take.
The main bar, front of house. A great
place for players to meet with each
other or have fun before the madness.
6 Themed Items
ROOM 2 P. 4
Behind the mossy doors players must
choose a path! Or find a secret
encounter with a strange character.
6 Monster Stats
ROOM 3 P. 5
Your players will be fighting tooth and
claw through the swarm of Arthren or
find real claws in the Dino pens.
5 Unique NPCs
ROOM 4 P. 6
The origin of the Dinosaurs, two
crystals must be shut off from
teleporting in more hungry reptile!
4 Real Recipes
ROOM 5 P. 7
Your players made it! Or did they...
Maybe something spookier is lurking
just above in the shadows.
Digital Assets

DESSERTS CREDITS
Letter from Gobi and thank you’s
P. 19
BEVERAGES
to her little helpers and dearest
RECIPES P. 17-18 companions!
Food. Must I say more.
MONSTER STATS P. 8-11
Real life recipes to eat Kricket’s
signature dishes!
NPCS STATS P. 13-14
RACES P. 12
Two unique new races to add to
your games! A mimic inspired
ITEMS P. 15-16
humanoid and a bugoid without all
the telepathic oddities.
ASSETS P. 20+

SPECIAL THANKS TO:


PALADIN PROSE LUNATIC DICE DADI MYSTIC ARTS
FOR HELPING FOUND DUNGEON JAM, THE INSPIRATION FOR ALL OF THIS.
KRICKET’S
KRICKET’S

BAR &
BAR & GRYLL
GRYLL
To start, who doesn’t love a play on words!?
Did you know the scientific name for a
Kricket is Gryllidae!? That vibe is shown
throughout this whimsical adventure with
countless ways to run story based or combat
based to suit your unique style of players.
Useful world items and easy plug location
makes this perfect for any world or party!

PRIMER
RIGHT THIS WAY! PRIMER
What better way to celebrate or relax
Following little sparks of light on the ceilings of caves like than a magical little speakeasy with
constellations guiding an ocean vessel, one might stumble high end dishes and drinks a plenty!
upon the hearty scent of fresh barbeque mixed with a Whether you are coming with friends
sweet enticing aroma of flowers and cider. The echoing or meeting new people, you are certain
sounds of cicada music and faint laugher gives the to be filled with wonder at the
ambiance of fey, yet an unwavering welcome dances upon bioluminescence and odd jolly bugoids
those twinkling cave sparks above. Entering the hidden and friends excited to share a piece of
speakeasy, it’s hard to not notice the variety of mosses and their world!
jungle trees adorning the walls and bioluminescent falls
and pools roaring to hide the secrets shared in the low lit However, no one has figured out where
cavern. Always bustling but never too busy to be cozy, the their famous mystery meat is from. It
only alarm would be a fear of stepping or tripping over the tastes amazing, but someone should
little sentient mugs running themselves back to the kitchen be concerned about that right?
between meals. Aside from the sights, sounds, and smells
even the food itself finishes the absolute delight of senses. No one ever thought mystery meat could be
used as a positive term, yet the savory Rexitelli dish could make your mouth water. Though, mystery meat
may be a bit of a larger concern to some... Focusing past the surface level, one might hear a grumbling roar
in the distant echo of the cave. Maybe you dared to peak in the back and the purple scaled meat was
somehow more startling than Chef yelling about you being in the way swinging his obnoxiously long knife
around carelessly. However that may because every regular knows under his protective nature of kitchen
and staff, Kricket is a big softy! Still
Still no
no one
one could
could ever
ever seem
seem to
to answer
answer where
where in
in the
the worlds
worlds that
that unique
unique
meat was
meat was coming
coming from!
from! Maybe
Maybe someone
someone should
should actually
actually look
look into
into that....
that....

This 5 room dungeon can be run scarier or lighter depending on your table but the key
to success is allowing your players to pull your narrative! This is a great flexible module
that can be run at higher or lower levels with some swapping around of stat blocks.
I LOVE running this dungeon for new players and new tables alike.
Room 3
This cave was kept intentionally on the
more empty side to give the impression
that the Arthren who live here are much
more primal underdark beings. They just
need a cold cozy stone and to be left alone!

There are lots of waterfalls throughout


the adventure that I like to hide side
rooms behind. These would be theater
of the mind pantries that are less an
area to go and more of treasure or clue
troves. Maybe you decided to have a
Arthren patrolling and hiding behind the Room 3
falls keeps your players out of trouble.

Note water is put carefully throughout as it has healing


properties for bug races. While bathing in it, those select
creatures and humanoids get 1D4 healing every 6 seconds.
Though frustrating at first players quickly learn they need
to be mindful of how they manage the battle fields to keep
Arthren away. Strategy is KEY for big fights!

Players can easily take the ramped cave


Feel free to add Mos’ to any room down of the Dinosaur lift with a lever on
but she should be subtle. Her the wall. The challenges are the dilemmas
purple celestial like appearance between these entrances.
should have her stand out! Room 2

Small fish like creatures swim in the blue


ooze pools. They are sentient little beings
who will speak back if interacted with.... if
of course your players know primordial

Room 1 Room 4+5

THIS DUNGEON IS DESIGNED TO BE WANDERED. THOUGH THE STORY IS LINEAR,


EXPLORATION DOES NOT HAVE TO BE! HIDE CHARACTERS AND ITEMS
THROUGHOUT TO ENCOURAGE YOUR PLAYERS TO REALLY LOOK THROUGH ALL
THE NOOKS AND CRANNYS. THIS IS A GREAT OPPORTUNITY TO NOT ONLY LEARN
HOW PLAYERS INTERACT WITH THE WORLD AROUND THEM BUT TO ALSO
TEACH THEM TO BE MORE THOUROUGH AND INTERACTIVE.
As you enter the boisterous underground tavern SET THE SCENE
your senses are accosted in the most wonderful of “They met in a tavern” is a trope for a reason! There are countless
ways. The colorful contrast of bright bioluminescent paths your adventurers may have taken to arrive here, but the
focus is how to keep them there. One of my favorite is to simply
pools and creatures, the smells of the most decadent have authorities shut the place down locking everyone in for
foods, even the suffocating humidity of the investigation. Players are left to be stuck for days with potential
underdark seems to fade away with the dry heat of threats or look into it themselves.
the kitchen ovens. There’s a massive live edge walnut
bar top with tables and chairs all seeming to be made THE GOSSIP
from trunks of trees. Exotic plants adorn the space The unique trait of this room is that there are hidden caves behind
the north moss and falls. Players may be too suspicious of the
as bug like humanoids and tiny sentient mugs run
viscous liquid to investigate, or sneak the kitchen, especially with
efficiently around the space. Even a VIP lounge dips staff watching. However, rumors or roars should entice players to
into the stones, cozy and quiet. look into what’s going on. If they make friends, they can sneak
back. If not? Don’t be afraid to have an all out brawl with staff.

WHO’S WHO
To start I suggest you take this opportunity to sprinkle in some
of your worlds NPCs as patrons and unique fun characters.
Maybe an old PC or NPC friends from other adventures? Still
make sure to include Staff* Chef, Server, Bartender, and Host! Be
mindful the host is also a pretty intimidating bouncer if your
party acts up. Don’t forget to hide a Mymmoric* in the room too!

THE MERCH
If only one could give their players the gumption to roleplay
their way out of this one! Alas, only items.
Make sure the China Crook* is someplace accessible in this room
and of course Chef is never apart from Lil’ Chef.* Lastly it is likely
the Critter Keeper* is here around the Aphidrakes* neck, unless
you opt to have those deeper in the dungeon.

One of the funnest parts to start of locking them in is when players ask why it would take days you give the good old
“Boss makes a gold, I make a copper, that’s why I wait till company time to drop a plopper.”
Regardless of how you keep them in some great highlights are the magical mimic mugs* players always try to steal or the
viscus blue liquid that first appears like water. The almost slime like pools have healing properties for the Arthren*. Make
sure you use this to your advantage having players try to keep the bugoids away from stepping in less they heal 1d4 per
turn. I have had hit or miss success with players who want to talk with the staff or simply hack and slash their way to
victory. One note for a secret mini boss fight is to have your Mymmoric* hidden in the crowd and slip away into the back to
entice your players to go deeper into the cave. PS Mimic Mugs* are friendly but will bite if thrown or hurt.

ALL NAMES MARKED WITH * ARE DETAILED IN APPENDIX


Journeying deeper into this tiny corner of SET THE SCENE
This room is to make a choice on direction. Both directions lead to
underdark, the bioluminescence pools and streams
the same place down the line but players are left to choose, the
in this room are bright enough to make it like day. A quiet path or the loud path. With little hints of what they might
large oak grows in the middle canopying the most hold hidden in the room design, this is a great chance for roleplay
the room with odd purple starry like moss hiding be it investigating or managing each others expectations for what
the party is trying to accomplish!
the rest of the ceiling. Small glowing pebbles are
imbedded into the rocky paths guiding you deeper
in. Aside from the large temple like cavern you have THE GOSSIP
If your players try to check behind the falls, consider adding a
2 cave exists to choose from. One seems quiet, ‘Pantry’ treasure trove! Plants and fish are also able to speak,
inviting almost. The other, low grumbles and even the little floating lights are a type of but that may have
squeaks are lowly audible. It’s up to you which seen a lot. Let your players really explore this space with their
direction you want to explore. unique skill sets. Note if players do interact with friends there is
a very special character hidden amongst them - Mos*

WHO’S WHO
This room should be a combat free space. Investigating their
surroundings should be the focus here, interacting with every bit
of the world. Be detailed! Aside from the room itself though, the
real star here is the purple moss that was once a sweet Drow witch
named Mos’. She speaks common but will ONLY communicate if
your players interact particularly with plants in a positive way.

THE MERCH
If the Mymmoric* did not make it past the first room, the side
chamber is a great place to hide a trove of items! Functioning as
the Pantry this is a great place to find the *Wayfarers Pipkin or the
*Peppermill of Sneezing. This is also a great place to throw in some
potions and standard adventuring items that your players might
find useful. These items should be generic helpful tools.

Though this room is face value very simple, the emphasis should be put on looking deeper for meaning. It highlights
the curious players of a group! The fish that swim in the thicker blue liquid are extremely friendly and are capable of
speaking, you just need to know primordial! When a party has a particularly quiet player I love to include signs above
the caves that only they know the language to read. Also note, though Mos’ is a sweet NPC she also doubles as an
item! Put a cutting of Mos’ in a bottle or jar and your players will have themselves a traveling campground! She can
be a bit temperamental though, so be prepared to give a bit of attitude if your players find her and a whole lot of
fierce yelling if they mistreat any other plants around her!

ALL NAMES MARKED WITH * ARE DETAILED IN APPENDIX


THE PEN: SET THE SCENE
The noises of beasts get louder accosting your ears as you step Players should be noticed right off the batt by the aggressive
into what seems to be some sort of kennel keep for dinosaurs. A Arthren* if they decide to go down the quiet path. The quiet path is
Pterodactyl flaps at the bars, Large Triceratops raking it’s horns the scary one here as these are not folk willing to talk about why
and guttural whaling for freedom. Even a Branchiosaurus is you’re in their home. If however they go the dinosaur way, players
curled quiet, crunched into the small space. A small armor lays may find themselves struggling to free the dinosaurs, but left to
off to the side filled with all sorts of tools for corralling and the caves... what would that mean for their well being and others?
killing these beasts.

THE CAVERN:
THE GOSSIP
The trick of the giant battle room or the setback of the morality of
The ceiling vaults up as you come upon a small campground
the situation, players are left with a tough battle or tough
filled with Arthren kind. More streams of the blue
choices. If they decide to go back and forth between the spaces let
bioluminescence are all that light this cavern and only the
them take time to strategize. If they do choose to free the
chittering of bugs can be heard scratching the echoes of the
dinosaurs make sure that they immediately stampede out of the
cave. Much paler than their front of house companions, they are
space leaving the party to wonder if they did the right thing.
clearly not the friendly ones down here.

WHO’S WHO
The roleplay encounters of these spaces should be focused
heavily on player to player interactions. Aggressive Arthren are
not willing to talk, and neither are the scared dinosaurs. If they
have picked up other companions at this point the shock should
be too much to speak. This is not time for your characters to
shine but theirs.

THE MERCH
If they have not yet fought an Aphidrake, this is a great place to
have another collared one if they missed the legendary Critter
Keeper* in the first room. The dinosaur armory is also the perfect
place to hide the Apex Plate* as well as mundane weapons like
great swords and Javelin. Tools like rope and torches are also a
great addition to watch players grab!

It is common for players to try and talk to the Arthren, but as unwilling as they would usually be already originating
from some of the most remote parts of the Underdark, remind them “You broke into their home. If a late night home
intruder told you that you’re mistaken, would you calm down and have a spot of tea?” These socially awkward
beings are not designed for that type of encounter. If they made friends with front of house somehow or have an
Arthren in their party, you may allow them to make a persuasion check DC 15 to let them leave but that means they
must turn to go and opt for the Dino Pen route. Also remember in the Dino pen if players want to make friends with
the beast that this is not the time with them so scared. If you are putting this into a long run campaign maybe hint
that they will have other chances down the line and deliver that opportunity at a later date!

ALL NAMES MARKED WITH * ARE DETAILED IN APPENDIX


Entering from a heightened cliff you are able to see SET THE SCENE
This is not just a tough combat but a puzzle built in. Two large
them before they see you. Looking down to the
crystals hover at the back of the room spawning in more
deep basin pool, a few raptors nip and hiss at each dinosaurs as time goes along. 2 Carnotaurus* max, but let
other playfully while tiny Archaeopteryx skitter up Raptors* and Archaeopteryx* crack in as the players work on
the walls. It is only a moment of quiet observation battle field management. The focus should be to get those
crystals down! Then worry about clean up!
before a high pitched whistling noise builds up
pushing on your ear drums before loud crack
reverberates in the space. A larger Carnotaurus THE GOSSIP
The Crystals should have 50-100 health each depending on your
rises from the pool shaking the viscus liquid from party makeup. If there are more heavy hitter ranged classes make
it’s body before letting out a guttural roar at the sure to beef the health up. However melee classes will already
unwelcome guests. have a hard time reaching the crystals hovering 15ft above the
deep pool, so let that health be lower and reward creativity! This
should feel overwhelming but not impossible!

WHO’S WHO
If players have picked up any companions of the staff or have Mos’
on them, make sure they point out the crystals right at the beginning
of the fight to reward players for those roleplay moments. It is also
crucial to note, Archaeopteryx will only be hostile to players of Chef
Kricket is dead! If players left the Chef alive then they will simply
skitter around the cave walls unless attacked.

THE MERCH
Though there are no immediate items ideal for this space that
does not mean it can’t be rewarding. For one shots, items after
the last combat are not the most helpful, but if you plop this
adventure into an ongoing world? Let your players know the
unique bones of the Carnotaurus and Cheshirex* can be honed into
weapons if brought to the right blacksmith!

My key to keeping track of when to spawn the dinosaurs in is using a spin down die on player side of screen so
they can keep track of when to expect another as they manage the field. Also note to keep an eye on player stress.
Not every table is used to managing multiple attacks and enemies. Some parties will make light work and when
you go to spawn a raptor is expected and swiftly addressed. Other parties will get very anxious as players and it
can ruin the fun if you let that build up too far. If your players seem like they can’t breathe, spawn in some passive
dinosaurs for a round or two while they grab their bearings.

ALL NAMES MARKED WITH * ARE DETAILED IN APPENDIX


CONGRADULATIONS! YOU
CONGRADULATIONS! YOU ALL
ALL MADE
MADE IT!
IT!

It’s time for your players to circle back to the beginning and celebrate their well
earned victory!! Unless of course, it was not well earned. Did your players roll over
your combats? Do you have a higher level party? Did two players happen to use
banishment on the Carno’s so you had nothing worth while to celebrate?
Maybe it’s time to spice things up a bit! Introducing the Cheshirex!

This is a CR 12 creature. Higher level is different to


each table but watch how much of a struggle your
players have leading up to this and what they have
left over to work with when the opportunity arises.
This can be an easy TPK if you are not careful.

SURPRISE!
(Spoiler alert: that is not a good thing)

SURPRISE!
DO NOT
DO NOT ADD
ADD INTO
INTO EVERY
EVERY RUN
RUN OF
OF THIS
THIS MODULE!
MODULE!
The Cheshirex is a horrifying apex ambush predator. The size and strength of a
T-Rex but with large bulking arms, grotesque spiked protrusions. and the
ability to go invisible as it stalks not the grounds but the ceilings of the
underdark, these absolute units are NOT to be trifled with.
This should only be run for higher level larger groups who are up for a serious
challenge. This IS a deadly encounter and should be treated as such. Keep this
beast invisible and up above until after portals are shut down and only if the
party is not already on deaths door.
However, if you do choose to go this route, really lean into the horror of
players looking up to see an amalgamation of bone and fleshy like scales. Be it
from the low grumble of a reptile faintly breathing above or it’s viscus spit
dripping onto their shoulder, this BBEG is not friend shaped!
Huge beast, unaligned
CHESHIREX CR12

Armor Class: 18 (natural armor)


Hit Points: 189 (18d12 +72)
Speed: Walking 45 ft., Climbing 45 ft.
STR 23(+6) DEX 16(+3) CON 18(+4)
INT 5(-3) WIS 10(+0) CHA 6(-2)

Skills: Stealth +6, Athletics +9


Senses: Darkvision 120ft., Passive perception 10
Languages: --

FEATURES:

Bushwhack: Once per round when making an attack roll against a creature it is hidden from,
the Cheshirex deals an additional 3d6 damage on a hit.
Apex Maneuver: The Cheshirex is able to move up, down, and across vertical surfaces and
upside down along ceilings.
Legendary Resistance (3/Day): If the Cheshirex fails a saving throw, it can choose to succeed
instead.

ACTIONS:
Multiattack: The Cheshirex makes two attacks: one with its bite (+9 to hit, 10 ft. reach, 2d12
+6) piercing damage, and one with its claws (+9 to hit, 10 ft. reach, 3d6 +6) slashing damage.
These attacks cannot be against the same target.
Prey Drive (only while above 50% hit points): The Cheshirex can make one additional claw
attack as a part of its multiattack.

LEGENDARY ACTIONS:
The Cheshirex can take 3 legendary actions, choosing from the options below. Only one
legendary action option can be used at a time and only at the end of another creature’s turn.
The Cheshirex regains spent legendary actions at the start of its turn.
Move: The Cheshirex moves up to half its speed.
Perfect Camouflage (2 actions): The Cheshirex turns invisible until the end of its next turn
and simultaneously takes the hide action. This invisibility ends when it attacks or takes
damage.
Puncturing Flail (3 actions): The Cheshirex swipes with its spined tail at a creature within 15 ft.
(+9 to hit, 1d8 +6) piercing damage. On a hit, the target must make a Constitution saving throw
(DC 16). On a success nothing happens. On a failure, the creature is run through by the spines,
causing deep wounds to open. For the next minute, the creature takes an additional 1d4
necrotic damage at the start of its turn as they continue losing blood. This can be ended early
by the creature or one of its allies making a Wisdom (Medicine) check (DC 12), or healing a
minimum of 2 hit points.
BEASTIES
Mimic Mug
Tiny monstrosity, chaotic neutral
WHY ARE YOU ASKING?
DO YOU PLAN TO HURT THE BABIES?
GET OUT. DELETE THIS FILE.
GO HOME.
CR 0
Armor class: 10 natural armor
Hit points: 4 (3d4 -4; minimum of 1)
Speed: 20 ft.

STR 4(-3) DEX 11(+0) CON 8(-1) INT 2(-4) WIS 11(+0) CHA 13(+1)

Skills: Stealth +2, Acrobatics +2


Senses: Darkvision 30ft.
Languages: --

FEATURES:

Scamper: Mimic Mugs can not be the target of opportunity attacks.

One Track Mind: Mimic Mugs are not aggressive unless attacked, or prevented from completing their currently
issued task. Even when engaged, they will attempt to flee, only fighting when cornered.

Swarm: When pushed to fight, if the Mimic Mug has at least 3 other Mimic Mugs within 15 ft. utilize their Charisma
modifier (+1) rather than strength for their “Bite” action.

ACTIONS:

Bite: -3 to hit, 5 ft. reach, 1d6 -3 piercing damage (minimum of 1).

Aphidrake
Medium beast, unaligned
CR 2
Armor Class: 17 natural armor
Hit points: 26 (4d8 +8)
Speed 50 FT

STR: 10(+0) DEX: 17(+3) CON: 14(+2) INT: 7(-2) WIS: 15(+2) CHA: 9(-1)

Skills: Acrobatics +6, Stealth +6, Perception +1


Resistance: Radiant
Senses: Darkvision 60ft, passive perception 13
Languages: Draconic

Features:

Aphid Cloud (2/day) (Duration: one round):. As a bonus action, the Aphidrake violently
shakes its body releasing Aphids in a 5 foot sphere, clouding vision. Any creatures entirely
inside the Aphid cloud have their AC temporarily raised by 2 for the duration. Creatures
within the cloud may take the disengage action as a bonus action

Actions:

Constrict: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d8 + 3)
bludgeoning damage. The target is grappled (escape dc 13) Until this grapple ends,
the creature is restrained, and the Aphidrake can't constrict another target

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d6 + 3) piercing
damage.
BEASTIES
Archaeopteryx
Small beast, unaligned
CR 1
Armor Class: 12 natural armor
Hit Points: 13 (3d6 +3)
Speed: Walking 10 ft., Flying 30 ft.

STR 7(-2) DEX 17(+3) CON 12(+1) INT 5(-3) WIS 10(+0) CHA 11(+0)
Skills: Acrobatics +4, Stealth +4, Perception +1
Senses: Passive perception 11, Darkvision 60 ft.
Languages: --

FEATURES:

Dive Bomb: When the Archaeopteryx makes a melee attack against a creature, it doesn't provoke
opportunity attacks from that creature for the rest of the turn, whether it hits or not.
Loyal Friend: The Archaeopteryx is passive until attacked. Alternatively, a tamed
Archaeopteryx may become aggressive if its master is attacked.

ACTIONS:

Claws: +4 to hit, 5ft. Reach, 1d6 +3 slashing damage.

Harry: The Archaeopteryx flaps its wings and wildly claws at a creature’s face.
+4 to hit, 5ft. Reach, 1d4 +3 slashing damage. If this attack hits,
the creature is blinded until the start of its next turn.

Raptor
Medium beast, unaligned
CR 1
Armor Class: 14 natural armor
Hit Points: 27 (5d8 +5)
Speed: 40 ft.

STR 16(+3) DEX 18(+4) CON 12(+1) INT 4(-3) WIS 11(+0) CHA 9(-1)

Skills: Athletics +5, Stealth +6, Acrobatics +6


Senses: Passive Perception 10, darkvision 60ft.
Languages: --

FEATURES:

Pack Tactics: The Raptor has advantage on an attack roll against a creature if at least
one of the Raptor’s allies is within 5 feet of the creature and the ally isn’t
incapacitated.

Clever Beast: If the Raptor is acting during a surprise round in combat, it gains an
additional 10 ft. of movement, and may take an additional action.

ACTIONS:

Bite: +5 to hit, 5 ft. reach, 1d10 +3 piercing damage

Claws: +5 to hit, 5 ft. reach, 2d4 +3 slashing damage


BEASTIES
Carnotaurs CR 2
Large beast, unaligned

Armor Class: 16 natural armor


Hit Points: 51 (6d10 +18)
Speed: 35 ft.

STR 18(+4) DEX 11(+1) CON 16(+3)


INT 2(-4) WIS 11(+0) CHA 8(-1)

Skills: Athletics +6, Perception +2


Senses: Passive Perception 12
Languages: --

FEATURES:

Vestigial Arms: Standing up from prone takes the Carno all of its movement rather
than half.

Keen Tracker: The Carno has advantage on Wisdom (Perception) checks relying on
smell.

Shock Absorbent: The Carno has resistance to non-magical bludgeoning damage, and
is immune to the stunned condition.

ACTIONS:

Bite: +6 to hit, 5 ft. reach, 1d12 +4 piercing damage. A creature hit with this attack must
make a Strength saving throw (DC 12) or be grappled by the Carno. The Carno makes
attacks at advantage against a creature it has grappled.

Bell Ringer: With a running start of at least 20 ft. the Carno can headbutt a creature.
The creature must make a Dexterity saving throw (DC 14). On a failure, the creature
takes 3d6 +4 bludgeoning damage, and is stunned until the end of its next turn.
On a success, it takes half damage and is not stunned.
RACES
Arthren
Medium humanoid, chaotic neutral
CR 1
Armor Class: 16 (natural armor)
Hit Points: 33 (6d8 + 6)
Speed: 35 ft.

STR 12(+1) DEX 15(+2) CON 13(+1) INT 8(-1) WIS 12(+1) CHA 7(-2)

Skills: Perception +3, Acrobatics +4, Sleight of Hand +4


Senses: Darkvision 60 ft., passive Perception 13
Languages: Arthren, Common

Features:
Grasshop: The Arthren’s long jump is up to 25 feet and its high jump is up to 10 feet with or without a running start.

Light Work: The Arthren has two smaller extra hands in addition to its main hands. These smaller hands can be used to
interact with objects (open doors, push buttons, etc). Additionally, these hands can wield weapons with the light
property.

Actions:

Multiattack: The Arthren makes two attacks with its hand crossbow (+6 to hit, 1d6 +4 piercing), its dagger (+6 to hit,
1d4 +4 piercing), or one of each.

Dropkick: With a running start of at least 5 feet, the Arthren jumps into the air and kicks with its powerful legs. The
target must make a DC 15 Strength saving throw, or take 1d10 bludgeoning damage and be pushed 15 feet away in a
straight line. If they hit an object or terrain they take an additional 1d6 bludgeoning damage, if they hit another creature,
both instead take 1d4 bludgeoning damage.

Mymmoric
Medium Humanoid, Neutral
CR 2
Armor Class: 13 (Chain Shirt)
Hit Points: 65 (10d8 + 18)
Speed: 30 ft.

STR 18(+4) DEX 10(+0) CON 14(+2) INT 15(+2) WIS 13(+1) CHA 9(-1)

Skills: Stealth +4, Athletics +6, Intimidation +1


Senses: Darkvision 60 ft., Passive Perception 11
Languages: Common
Damage Resistances: Acid

FEATURES
Stunted: Originating from the powerful memory of a mortal humanoid, the fuel of what they were keeps them stunted. They are
driven by that memory in all their actions and are unable to naturally age. They cannot be magically aged and their true organic
lifespan is unknown - if any.
Preferred Form: The monsterous sinewy blob of the Mymmoric is truly a horror to behold however it can take the form of it’s original
body indefinitely. It can switch between these forms using an action.
Grappler: The Mymmoric has advantage on attack rolls against any creature grappled by it.

ACTIONS:
Multiattack: The Mymmoric makes two attacks, one grab attack (Athletics +6) and one shortsword attack (+6 to hit, 1d6 +6) slashing
damage. If a creature is already grappled, it makes two shortsword attacks against the grappled creature instead.
Consume: If a medium or smaller humanoid is below half of their max hit points while grappled, the Mymmoric can try to eat them
alive. The true mouth bursts forth from below the clothing and snaps (+6 to hit, 2d6 +6) piercing damage. If a creature is reduced to
0 hit points by this attack, they are swallowed. A creature swallowed this way still makes death saving throws as normal, but must be
freed within 10 minutes or digestion will begin, killing them. If a creature dies this way the Mymmoric absorbs their memories able to
keep any information of their choosing.
NPC
Chef Kricket
Arthren Variant
To say Kricket is a a gourmet chef would be like calling an archedruid an
animal lover. Kricket is good at what he does but he also lives for his food
like no other. He will do whatever it takes to cook the perfect dish, and of
course make sure you are well fed! Often Kricket can be heard yelling an
“OH NONSENSE” to staff after still feeding those who could not afford one
of his incredible dishes. There’s always a weird chittering sound in the
kitchen from his stealthy companion dinosaur hiding away as he cooks and
though he is a friend to all little critters? One can’t say the same for other
beasts. He usually prioritizes edibility, unless of course it is “friend shaped”

Mise en Place: Chef has advantage on weapon attacks made against


creatures standing adjacent to another creature other than itself. Chef is
also equipped with “Lil’ Chef” (see items), holding it two handed in his main
hands.

Barkeep Hibiscus
Arthren Variant
It’s all about the gossip for this sweet boy! Some bartenders take the job
for the big tips or good atmosphere but it is so clear that he is here to be
paid to chit chat! He will ask you about the weather just to see how you
react to the rain and pull apart your entire life story based on that. He
reads people like a book but more importantly he is there to listen.
Hibiscus may be a chatter but he is respectful of peoples secrets, keeping
them to the death. He may not be everyone’s cup of tea, but he will never
stop trying to be!

Party Foul: As an action, the Barkeep throws the contents of the nearest tankard
at the face of a creature within 15 feet. The target must succeed a DC 14 Dexterity
saving throw or be blinded for 30 seconds. The creature or an ally can use an
action to wipe their eyes clean, ending the condition early.

Waitress Cecici
Arthren Variant
Cecici is an absolute sweetheart. Possibly even sweeter than the Pancea
Parfait! Though she always seems a tad melancholic about her work. Bubbly
and joyful until a low grumble seems to grab her attention or a patron asks
about the mystery meat. She almost seems.... tired.

Regardless of the odd social moments, she is truly a joy to be around for
anyone with a heart. Always excited to see usuals and heart faintly
speaking primordial as she throws scraps to the fish pond, Cecici is a
deeply loving creature.

Multitasking: The waitress can make an additional attack per attack action
as long as it is made against a different creature.
NPC
Host Honey
Arthren Variant
Quiet as a flower but constantly buzzing around like a bee, Honey is not a
talkative one. They watch the bar neurotically though, if you upset someone
it only takes a glance from them and a glare from their Aphidrake Flick to
know it’s time to cool down. Honey does not play around.

“Please wait to be seated”: The Host grabs a chair and swings it at the
legs of a creature within 5 feet (+6 to hit). On a hit, the creature takes
1d8 bludgeoning damage and is knocked prone.

Monster Hunter Val


Mymmoric Variant
In life, sweet Val always felt like they were something more than a mere Elf.
Every day they called to the abyss to shed their weak skin suit vessel so
that they could become the most powerful eldritch beast. Regardless of
those odd longings, they spent their days as a friend to all. Kindness and
caring were their most core traits. So when disaster struck, they found
themselves finally able to break the bindings of mortality and transcend to
become a Mymmoric (and a pretty good looking one at that.)
Val is still charismatic as ever hiding their true nature behind giggles and
smiles as they protect others from monsters! Though there may be the
alternative motive to just be the spookiest baddie....
Know thy Enemy: Once per short rest, Val may use the “consume” action
on a non-humanoid creature of medium or smaller size. For the next hour
they may add 1d8 once per turn of additional damage against creatures of
the same type consumed.

Mos’ Wonderous item, legendary

Did you say moss? Or Mos’? She’s a plant? She’s a campground? She’s
a friend? No? What?
When you put a cutting of Mos’ into a sealed container, it becomes a
magical item like no other! She is able to make a pocket plane inside
that covers 5 acres appearing like deep jungle. She can project herself in
her original form in the space and players can built up campgrounds in
the area.
Mos’ Magical Container Camp can hold up to 10 people and time moves
as normal. Although, the sky always appears to be night.
If broken, everything inside will be launched away a 15 ft radius. A player
can use an action to place the cutting in a new container where
Mos’ takes 1d10 days to recover.
ITEMS
Lil’ Chef Weapon (Longsword), Rare

Anything can be a weapon if you sharpen it enough.

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Tender Meat: Attacks made against a creature not wearing armor deals an
additional 1d6 slashing damage.

Choice Cut: Scoring a critical hit with this weapon causes the target to
become frightened of it for 1 minute, as the cut sinks deep enough to nearly
take a piece.

Proficiency with a Longsword allows you to add your proficiency bonus to the
attack roll for any attack you make with this weapon.

Critter Keeper
Wondrous Item, Legendary

An impossible task for a priceless gift.

This collar magically expands to fit the neck of a non-humanoid creature (size
medium or smaller). After being equipped, the creature must then be
sacrificed before being focused on for the next uninterrupted hour. At the
end of this time the it’s soul is bonded to the Critter Keeper and its name
etched on the outside of the band until the ritual is completed on another
creature, replacing it. It can then be summoned by the owner once per day
until dismissed or reduced to 0 hit points. If A Critter Keeper is found already
inhabited by another creature, a Wisdom (Animal Handling) check (DC 18)
must be made if you intend on keeping what is already bound.

China Crook
Wondrous Item, Uncommon

A whistle only audible to mimics, perfect for rounding up those mischievous


mugoids.

You may use an action to blow the whistle. Any mimics that can hear out to a
range of 200 feet must make a DC 14 Wisdom saving throw. Upon success
nothing happens, upon failure you may magically influence the mimic to do
your bidding for up to 8 hours. Any mimic with an intelligence of 5 or less
automatically fails the saving throw.

This item holds 3 charges, regaining 1d3 daily at dawn.


ITEMS
Peppermill of Sneezes
Wondrous Item, Common

Even the most terrifying monsters and heartiest adventurers can still fall to
the humble sneeze.

Once per day you can aim and twist the top violently, spraying pepper in a
30 foot cone. Any creature hit by this must make a Constitution saving throw
(DC 14) or fall into a fit of uncontrollable sneezing for 6 seconds, becoming
incapacitated for the duration. Additionally, an invisible creature that fails this
saving throw is automatically revealed for the duration.

Wayfarer’s Pipkin
Wondrous Item, Rare

Perfect for adventurers looking to expand their palettes on the road without
the hassle of cooking.

This small pot only accepts food ingredients, which are consumed. The vessel
can then be placed over a fire for 1 hour to produce dishes using any
combination of ingredients previously put in, this can be completed over the
course of a short or long rest. It can create enough meals to feed 10 creatures
per day (these meals need not be simultaneously created).

Apex Plate
Armor (half plate), very rare (requires attunement)

No guarantees it’ll make you an apex predator yourself, but you’ll certainly
look the part.

Made of the hardened hide of a ferocious Cheshirex, this armor almost seems
to disappear when out of focus. It does not impose disadvantage on
Dexterity (Stealth) checks.

This armor holds 5 charges, regaining 1d4 +1 charges daily at dusk. While
attuned, you can expend 1 charge to turn invisible for 10 minutes, ending early
upon attacking or casting a spell. While this invisibility is active, you gain a
climbing speed equal to your movement speed and are able to move freely
across walls and ceilings while keeping your hands free.
RECIPES
BRING DISHES FROM KRICKETS BAR AND GRYLL TO YOUR TABLE TO REALLY SET THE SCENE!
WHAT BETTER WAY TO REALLY IMMERSE YOURSELF IN THE GAME THAN TO EAT THE FOOD THAT WOULD BE SERVED
RIGHT AT THE TAVERN!? THESE ARE MY FAVORITE PERSONAL RECIPES I AM HAPPY TO SHARE WITH YOU!

Aphid Bites
INGREDIENTS: SEASONINGS:

GROUND BEEF GINGER


GREEN ONION ONION POWDER
TOASTED SESAME SEEDS OLD BAY
BASMATI RICE WHITE PEPPER
TERRIAKI SAUCE GARLIC SALT
SOY SAUCE MSG
BROWN SUGAR SMOKED PAPRIKA
LETTUCE

STEPS:

COOK BASMATI RICE ACCORDING TO PACKAGE DIRECTIONS AND SET ASIDE

IN A SKILLET OVER MEDIUM HEAT, BROWN THE GROUND BEEF AND MIX IN
TERRIAKI SAUCE, GREEN ONION AND SEASONINGS UNTIL FULLY COOKED

DRAIN EXCESS FAT

ONCE THE BEEF IS FULLY COOKED ADD SOY SAUCE AND BROWN SUGAR TO THE
SKILLET AND LET SIMMER

SPOON BASMATI RICE AND GROUND BEEF INTO A LETTUCE LEAF WRAP

TOP WITH CHOPPED GREEN ONIONS AND SESAME SEEDS

“JUST MEASURE WITH YOUR HEART” - ROBERT 2025

Rexitelli
INGREDIENTS: SEASONINGS:

FLANK STEAK GINGER


LINGUINE PASTA ONION POWDER
GREEN ONION OLD BAY
TOASTED SESAME SEEDS WHITE PEPPER
TERRIAKI SAUCE GARLIC SALT
SOY SAUCE MSG
DUBLINER CHEESE SMOKED PAPRIKA

STEPS:

BOIL LINGUINI PASTA ACCORDING TO PACKAGE INSTRUCTIONS. DRAIN AND SET


ASIDE

IN A PAN OVER MEDIUM – HIGH HEAT, COOK BEEF UNTIL BROWN AND TENDER.
LET BEEF REST 5-10 MINUTES BEFORE SLICING INTO THINLY.

ADD SLICED BEEF BACK TO PAN ON LOW HEAT AND ADD SOY SAUCE AND LET
SIMMER FOR 2 MINUTES.

COMBINE WITH PASTA, SESAME SEEDS, GREEN ONION, AND CHEESE BEFORE
ADDING TERRIAKI SAUCE ON TOP. MIX THROUGHOUT TO COAT EVENLY.

PLATE THE DISH AND GARNISH WITH GRATED CHEESE, GREEN ONION AND
SESAME SEEDS

While making this meal for my own table I discovered the smell of prepping the jello while cooking the ground
beef was the exact magical scent i imagined wafting through the caves calling people to come see what could
be so decadent. it was genuinely an incredible experience to share a full themed meal with my table!
RECIPES
Pancea Parfait
INGREDIENTS: GARNISH:

BLUEBERRY SHERBERT PEAR


CREAM CHEESE ORANGE ZEST
COOL WHIP PINK FOOD COLORING
RASPBERRY JELLO

PREP:

MAKE RASPBERRY JELLO ACCORDING TO PACKAGE INSTRUCTIONS. REFRIGERATE


FOR 2-4 HOURS.

ADD SOFTENED CREAM CHEESE TO A BOWL AND GENTLY FOLD IN COOL WHIP
AND MIX FOR A CHEESECAKE FILLING.

STEPS:

IN A CLEAR TALL GLASS, LAYER BLUEBERRY SHERBET, CHEESECAKE FILLING AND


RASPBERRY JELLO UP THE GLASS (REFRIGERATE AFTER ASSEMBLY)

GARNISH WITH ORANGE ZEST AND PEAR CUBES.

FEELING EXTRA? MIX LEFT OVER CHEESECAKE FILLING WITH PINK FOOD
COLORING TO MIMIC THE PINK MOSS OF THE UNDERDARK!

Undersun Breeze
INGREDIENTS: GARNISH:
POPROCK
MANGO DRAGONFRUIT SHERBET EDIBLE GLITTER
PINNAPLE JUICE
POMEGRANATE JUICE
SPRITE
VODKA
GRENADINE

STEPS:

PUT 2 SCOOPS OF MANGO DRAGONFRUIT SHERBET IN A GLASS.

POUR EQUAL PARTS POMEGRANATE JUICE, PINEAPPLE JUICE AND SPRITE. TOP
WITH DESIRED VODKA.

DRIZZLE GRENADINE OVER THE TOP.

GARNISH WITH POPROCK, EDIBLE GLITTER, CANDY OR ALL OF THE ABOVE.

DON’T BE AFRAID TO BALANCE THESE MEALS JUST LIKE A COMBAT TO SUIT YOUR TABLE!

SOME OF MY FAVORITE SUBSTITUTIONS TO SUIT DIETARY NEEDS IS TO REPLACE THE MEAT WITH PARMESAN
CAULIFLOWER STEAK, SWITCHING LINGUINI TO GLUTEN FREE FETTUCHINI! USE THESE AS A GUIDE NOT LAW!

HAPPY SNACKING!!!
KNIGOBI
KNIGOBI

Hello dearest reader!


I am so unbelievably grateful for you to take time out of your day to read through this

CREDITS
unique module. I know it is not the ideal layout for everyone but the biggest reason I do
not run one shots from others is that I struggle to really absorb that information in an
organic way that suits my GMing. I designed this as something that was easily digestible
for me as a GM because I am certain if I exist, there must be others who could benefit from
this format as well! I hope giving you this piece of creativity helps your world building in
any way whether you chose to run the adventure as a whole or pick and choose pieces to
put in your world. It means so much to see others inspired by my work, and I hope I could
do the same here. Thank you, truly, for giving me the platform to share this!
Super huge thank you to the people who made this possible. I have been running this
dungeon from my head for almost a year now but formalizing anything is a struggle for me
sometimes. I was so intimidated to start I managed to crunch all of this work into under 2
weeks of creation thanks to the help of my incredible friends taking my brain child and
making it sharable with you. Biggest thanks to Y2Nickel for being the engineer to make the
technicals work! Also big thanks Optimal Phalps and Planar Express for stats, balancing,
filling, and all sorts of help! Also important is the support and kindness of my good friends
Thomas Fitch, Corkboards and Curiosities, Bone Wizard, Trekiros, and Karl Makes Stuff
who spent unbelievable amounts of hours keeping me company and letting me run my
mock ups by them. I will never be able to fully express my gratitude for these talented
individuals, but please go check out all of their work!

Much Love always,


DUNGEON JAM
DUNGEON JAM
COMMUNITY -Gobi
THANK YOU
THOUGH THIS MODULE IS 5E FRIENDLY, YOU MAY USE THESE RESOURCES TO RUN
THE CAMPAIGN IN A VARIETY OF SETTINGS AND SYSTEMS!

You might also like