TEXT: A 0-Level Dungeon Crawl Classics Adventure
  By Mark Bishop
  Nebin
  Pendlebrook’s
  Perilous
  Pantry
  
  © 2014 Purple Sorcerer Games 
  purplesorcerer.com
  II
  
  An Instant Action 0-level Funnel Adventure  
  by Mark Bishop
  Nebin
  Pendlebrook’s
  Perilous
  Pantry
  1
  
  Credits
  Author: Mark Bishop
  Editor: Jon Marr
  Cover: Jon Marr
  Interior Art: Mark Bishop, 
  Jon Marr
  Cartography: Mark Bishop
  Layout: Jon Marr
  Proofreaders:  Stephen 
  Newton, Daniel Bishop, 
  Jeffrey Tadlock, Julie Marr, 
  Joel Marr
  Playtesters: Courtney Isaacs, 
  John Isaacs, Dustin Dun-
  away, Graham Locke, Sean 
  Smith, Tyler Sanders, Kayla 
  Simpson, Travis Combs, 
  Micah Tate
  Dungeon Crawl Classics and DCC RPG 
  are trademarks of Goodman Games.For 
  additional information, visit www.good-
  man-games.com or contact info@good-
  man-games.com
  2
  
  Nebin Pendlebrook’s Perilous Pantry
  Danger Under Bitterweed Barrow
  Introduction
  The sleepy little village of Bitterweed Barrow harbors an ancient 
  secret. Beneath the placid farms and the quaint town square runs a 
  dark and mysterious labyrinth; a network of tunnels forged in another 
  dimension by a twisted wizard named Moldark Zeroth. The town’s 
  portly halfling—Nebin Pendlebrook—uncovered a doorway into this 
  hidden place while burrowing into the hillside to enlarge his food 
  pantry before the coming winter, soon after vanishing into the inky 
  darkness without trace. The local constable investigated the matter 
  and now he is missing too! The folks of Bitterweed Barrow have grown 
  fearful of what might have been unleashed upon their village and in 
  desperation have gathered to form a search party. Their task? To find 
  their neighbors and uncover the mystery that lies beyond Nebin Pend-
  lebrook’s unexpectedly perilous pantry!
  This 0-level funnel adventure is intended to be run in one short ac-
  tion-packed session with 16 to 24 0-level characters divided equally 
  among the players. Along the way, players will encounter creative and 
  mysterious environments, foreign and dangerous creatures and an 
  opportunity to forge an origin story for their future wizards, warriors, 
  clerics, and thieves.
  Background and Overview
  Nebin Pendlebrook is a rotund and jolly halfling who lives on the 
  outskirts of Bitterweed Barrow. His home is a simple dwelling bur-
  rowed into the west-facing hill. A week ago while digging further into 
  the hillside to enlarge his food pantry before winter, Nebin’s shovel 
  unearthed a tunnel that descended downward into cool, shadowy 
  gloom. With his curiosity defeating common sense, Nebin stepped 
  into the dark to investigate, and never returned. Three days passed 
  before anyone in the village noticed his absence, and another morn-
  ing went by before the village constable entered the breach to search 
  for the halfling. While the rest of the village waited in mounting 
  dread, three days slid by in agonizing silence. With no sign of the 
  3
  
  constable, it appears something terrible waits in the dark below Nebin 
  Pendlebrook’s formerly cozy home.
  The local residents have gathered together at The Bloody Bullfrog 
  Tavern to discuss the matter and to form a search party. There are no 
  seasoned adventurers in Bitterweed Barrow, only hardy folk who work 
  and toil each day to eek out a meager existence in a harsh borderland 
  environment. Most have lived their entire lives in the village, never 
  venturing more than a few miles from the modest dwellings where 
  they were born. 
  They survive the harsh winters by bartering their goods and services, 
  and some have never earned or even needed a coin. The forests and 
  farms of Bitterweed Barrow have held little mystery for them... un-
  til now. They do not know it, but this may be the last day of toiling 
  that many of these simple villagers will ever know. But for those who 
  survive, the adventure that begins in Nebin Pendlebrook’s pantry will 
  change their lives and fortunes forever.
  4
  
  Player Introduction
  (Read after character creation but before the players have spent their 
  coin…)
  The tiny village of Bitterweed Barrow sits on the edge of Ebon 
  Wood, against the Barrier Hills. It is the only home that any of 
  you have ever known. You are not adventurers, rather ap-
  ple-pickers and shoe-cobblers; blacksmiths and poultry-farmers 
  who form the backbone of this secluded borderland village.
  Just last week, one of your neighbors –a portly halfling by the 
  name of Nebin Pendlebrook– was digging into the side of the 
  hill to enlarge his food pantry before the coming winter when 
  his shovel unearthed a long-buried tunnel. No one even knew 
  that the halfling had discovered the mysterious passageway 
  until he was finally noticed missing three days later. Kelvran, 
  the local constable, investigated the matter, and with lantern 
  in hand descended downward into the tunnel to bring Nebin 
  Pendlebrook back. Three more days have passed, and neither 
  man has returned from his descent into the darkness.
  So here you are, gathered together at the Bloody Bullfrog Tav-
  ern in your work aprons and muddy boots, holding shovels and 
  sheep-shearing knives, to form a makeshift search party. Nebin 
  Pendlebrook’s hillside home is no more than a ten-minute walk 
  from here. Should you anticipate needing any sundry items 
  for the task, this would be the most opportune time to acquire 
  them from the Tavern’s stores, providing you can gather a few 
  copper coins for the purchase. After that, you and your fellow 
  citizens should tighten your belts, hold your makeshift weap-
  on’s close, and make the short journey to meet whatever fate 
  awaits at Nebin Pendlebrook’s hillside home.
  5
  
  Gathering Information
  The Perilous Pantry is an Instant Action Adventure designed to be 
  completed in a single session of danger-filled derring-do. If that’s what 
  you’re looking for, proceed directly to page nine! (For additional tips 
  about running the adventure in a tight time window, see Appendix B: 
  Moving Things Along and Appendix C: Judging Tips.)
  But if time is not an issue at your table—such as it might be at a gam-
  ing convention or game store event—then your players may wish to 
  spend a little time conversing with the village’s other patrons at The 
  Bloody Bullfrog Tavern. Conversation may reveal bits of useful infor-
  mation. Regardless, it will provide an opportunity for players to role-
  play their new characters and meet their fellow adventurers. These 
  activities can be combined with shopping for supplies at the tavern.
  People and Places of Bitterweed Barrow
  The Bloody Bullfrog Tavern: The inn and tavern was built nearly 
  fifty years ago by the great-grandfather of the current owner (Solo-
  mon Gruth) who swore that on the day he broke ground for the foun-
  dation he witnessed a miracle: with the first spade of upturned earth, 
  the sky turned dark and then—incredibly—it began to rain frogs upon 
  the land where Solomon stood; the large amphibians bursting on 
  impact in geysers of blood for a full minute! He knew then and there 
  only one name could suit his tavern. Village lore, conversely, only re-
  members that old Solomon was deep in his cups that day.
  Solomon Gruth III: Third in a line of Gruth men to own and run 
  the Bloody Bullfrog Tavern, Solomon, along with his wife (Sarah) 
  and daughter (September) serve an evening meal for those villagers 
  who can afford such niceties. Although travelers seldom traverse the 
  crooked path to Bitterweed Barrow, once every few weeks a merchant 
  might pass through bearing finer fabrics and spices than the locals 
  usually see. When this happens Solomon offers a meal and the spare 
  room at the back of the tavern for a silver piece. Solomon is lean and 
  lank, standing a little over six feet tall, fifty-ish with tufts of gray hair 
  sprouting around each ear. Otherwise he is completely bald. He usu-
  ally wears an apron and fancies himself a fine dancer. In the evenings, 
  he will indulge this talent whenever his daughter picks up the fiddle.
  6
  
  September Gruth: The Gruth’s twenty-two year old daughter, 
  named for the month she was born, cooks meals, serves drinks, and 
  cleans rooms at the tavern. She is slender like her father, with flowing 
  brown hair. After the dishes are done for the evening, locals relax with 
  a pint and listen around the crackling fireplace as she plays the fiddle. 
  It was September who alerted the constable when Nebin failed to 
  answer his door when she made her regular grocery delivery.
  Constable Kelvran Stockton: A retired soldier, Kelvran returned to 
  his birthplace in Bitterweed Barrow with a noticeable limp, favoring 
  his right leg. Thirty-ish with a mop of unruly brown hair, Kelvran is the 
  only law enforcement presence in the village. Tasked three days ago 
  with finding the missing halfling, he too has come up missing.
  Nebin Pendlebrook: Looked upon favorably by all of the villagers, 
  this short and round halfling prides himself on good manners and a 
  cheery disposition. His hair is as black as coal; his nose a fat and wide 
  anchor upon which thick glasses rest. Nebin is nearly blind without his 
  spectacles and is rarely seen without them. Recently, he purchased a 
  fine top hat from a traveling merchant who regaled Nebin with fanci-
  ful stories of the bigger cities, filling his head with notions of wonder-
  ment concerning all that life outside the barrow might hold. And so of 
  late, Nebin wore the hat everywhere and jabbered about perhaps one 
  day taking a trip. It would be out of character indeed for the halfling 
  to leave without saying goodbye, however.
  Rumors and Scuttlebutt
  If the players have taken the time to speak with the locals, each 
  should select one of their characters to roll a d10 to uncover a piece 
  of random information from the table below.
  D10 Rumors:
  1. “They say that he disappeared down a hole and has yet to return. I 
  think he found a hidden mine and that he’s keeping a great treasure to 
  himself!”
  2. “I’ve never known Mr. Pendlebrook to miss a meal, not that he 
  couldn’t stand to lose a few pounds. But the poor fellow can hardly see 
  without his glasses… he just doesn’t seem the exploring type.”
  7
  
  3. “Ever since that peddler came through and filled his head with fanciful 
  thoughts of high society life, he’s not been the same… him and that silly 
  hat! I wouldn’t be surprised to learn he just up and left us.”
  4. “I’ve been by there in the wee hours and I’ve seen the light from 
  inside and I heard the digging. He’s up to something. It’s time his secret 
  was revealed.”
  5. “I don’t know if it’s a coincidence or not, but ever since he came up 
  missing, my garden has been overrun by frogs. I suppose that sounds 
  silly… but it’s true!”
  6. “What a fine fellow he was! Or is… it’s sad to think something might 
  have happened to the little bloke. If you are going to search for him, 
  please take him these biscuits… he’s sure to be starving.” (Receive three 
  wrapped biscuits.)
  7. “I heard my father say that this land was somehow cursed and that 
  one day we would all know it to be true. First Nebin… then the consta-
  ble… I wonder if this is leading to something much, much worse for us 
  all?”
  8. “I’m afraid I lack the courage to investigate the matter. I can’t imagine 
  Nebin, half-blind as he is, plunging himself into a deep hole either. I feel 
  the cold eyes of Death himself looking over our shoulders!”
  9. “He did tell me of a tunnel he had unearthed, that sometimes, late at 
  night, he heard whispers from the tunnel’s darkness. 
  I knew that his curiosity would get the better 
  of him. He should not have gone in 
  alone.”
  10. “Speak of this to no one… 
  The halfling came to me in a 
  dream. I swear it to be true! 
  His face was pale and his 
  eyes were empty but he 
  sat upon a great treasure, 
  singing and laughing. He 
  was happy and sad, all at the 
  same time…”
  8
  
  Into the Perilous Pantry
  Encounter Table
   
  Area 
  Type Encounter 
   
  1-1  
  C 
  Piranha Salamanders
   
  1-2  
  C 
  Toad-Spiders
   
  1-3  
  T 
  Wizard’s Chasm 
   
  1-5  
  C/T 
  Two-headed Hounds/Demon Fountains
   
  1-6  
  T 
  Mirror Closet
   
  1-7  
  C 
  Sentient Pudding 
   
  1-9  
  C 
  Giant Cave Grub
   
  1-10 
  C/T 
  Skeletal Dwarves and Tortoise
   
   
   
   
  Nebin Pendlebrook/Door Trap
   
  1-11 
  T 
  Prison Cell Block Drop
   
  1-12 
  C 
  Stone Behemoth/Chest Mimic/Wizard
  Luck Mechanic: Be sure to remind new players that they may burn 
  luck to affect active attack and skill rolls. (DCC Rulebook, Page 95.) The 
  burning of Luck points early on in the adventure could make some 
  encounters easier to overcome, but low Luck scores could very well 
  put the adventurer in greater peril later on in the story, so the players 
  should be encouraged to be judicious!
  Areas of the Map
  When the characters have assembled their party, purchased their 
  provisions and gathered at Nebin Pendlebrook’s home, read or para-
  phrase the following:
  Area 1-1, Nebin’s home: The day’s work is done and you have all 
  gathered to form a search party in front of Nebin’s home. The orange 
  twilight casts a soft glow upon the hand-carved walnut door set into 
  the hillside. No light is burning from within. Nebin dug his pantry 
  inside the walls of his home so that he would not have to walk in the 
  frigid snows of winter; within, you will need to go.
  The door is unlocked. If anyone wishes to listen before entering, a 
  successful DC 10 Listen check overhears skittering noises from inside. 
  By peeking through the windows, characters can detect shadowy, 
  indiscernible movements.
  9
  
  10
  
  The first person through the door (or window) is greeted by a wave 
  of skittering yellow salamanders pouring over their feet and limbs! 
  The salamanders have blood-red eyes but under normal circumstanc-
  es will not attack, instead quickly dispersing into the tall grasses and 
  rocks of Nebin’s lawn. If, however, someone happens to be holding 
  any food (or small pets) in their hands, the tasty tidbits will attract the 
  ravenous lizards, and the treat-bearer will discover that the starving 
  salamanders possess rows of razor-sharp teeth. The character(s) must 
  make a DC 8 Reflex save (to quickly discard the food or pet) or suffer 
  1d4 damage from a piranha-like attack: being viscously nibbled by 
  thousands of tiny gnashing teeth. Unlucky characters in the front rank 
  coming through the door —whose occupations provided a small ani-
  mal—will see that creature devoured alive before their eyes.
  Once inside, the party is greeted by a home obviously overrun by hun-
  dreds of starving piranha salamanders. Anything even remotely edible 
  was devoured long ago. On the far wall leans a shovel resting near a 
  large hole dug deeper into the hill. A new torch and 50’ of rope sit 
  upon a small chair. A rough pathway is just visible beyond the mouth 
  of the hole descending into darkness.
  Area 1-2, Lair of the Toad Spiders: The tunnel before you slopes 
  downward into cool and silent darkness. The walls are rough-hewn 
  rock but the footpath appears to be smooth, well-worn and covered in 
  a thick layer of dust. There are two sets of footprints in the dust, both 
  leading downward; neither lead back up. 
  If the party continues into the opening, ask them about their light 
  source and who is holding it, and then read the following: 
  The tunnel descends for nearly fifty feet before it opens into a taller 
  and wider chamber. Stalactites hang from the ceiling above while sta-
  lagmites force a meandering path around the chamber floor. One set 
  of footprints lead to the opposite wall of the chamber where they end 
  abruptly. The other set simply stops in the middle of the cavern where 
  the disturbed dust hints at some sort of scuffle. A small, shiny object 
  glints in the dirt nearby.
  The darkness above conceals two large, rubbery-skinned toad-spi-
  ders that will wait for the room to fill before they drop upon the two 
  adventurers with the lowest Luck scores. Since they fear fire, any-
  one holding a torch is automatically exempted from the attack. The 
  11
  
  toad-spiders will drop, envelop their prey in gooey strands of sinewy 
  web (DC 16 Reflex save to avoid) and then quickly ascend with a 
  character in their clutches back toward the ceiling, making no further 
  attack until their next turn in the initiative order. On the next round 
  their bound prey will suffer an acidic bite from the toad-spider’s 
  dagger-sized fangs. If a toad-spider is killed, it falls from the ceiling. 
  Its captive has a 50% chance of falling with it, otherwise remaining 
  suspended in the sinewy strands of thick webbing (DC 12 Strength 
  check to escape). If the character and the spider should both fall, have 
  the character roll under their Luck to see if their landing is cushioned 
  by the dead spider, otherwise the fall and spider’s weight causes 1d6 
  damage. Characters (trapped or otherwise) near the ceiling notice 
  a small ledge if they look for it. If a character on the ground has no 
  ranged weapon, there are ample angular rocks to throw at the spiders 
  (Agility mod as the attack bonus; 1d4 damage). Ranged attacks into 
  melee rules apply (DCC rulebook, page 96).
  Toad-spiders (2+2): Init +2; Atk bite +2 melee (1d4 + acid); AC 12; HP 
  12; MV 30’; Act 1d20; SP acid (DC 6 Fort save or addi-
  tional 1d3 damage); SV Fort +2; Ref +2; 
  Will +0 AL N. (A gangly, eight-legged 
  creature with sickly green skin like 
  an open festering wound, but with 
  the bulbous head of a toad.)
  There are three “cocoons” 
  hanging amidst the moist web-
  bing, near the ceiling (30’ in 
  height). Inside one of them is 
  the decaying half-eaten body 
  of Kelvran the constable. The 
  other two bodies are dried husks 
  from an age past, their intestines long sucked out. If the 
  characters manage to hack the cocoons down, they discover amongst 
  the corpses a hand axe, a rusty dagger, a human-sized set of padded 
  armor, and a pouch containing 14 copper pieces. The shiny object on 
  the floor in the middle of the room is a set of eye-glasses. The charac-
  ters recognize the glasses as Nebin Pendlebrook’s.
  The hidden ledge holds the skeletal remains of an aged explorer, 
  clutching a fine dagger in his withered hand. Turning out his pockets 
  12
  
  reveals a glass eyeball, 7 gold coins, and a small kit of thieves’ tools. 
  However, taking time to loot the body exposes the party to additional 
  danger. Once the body is looted, two more spiders will emerge from 
  the dark recesses of the ledge and attack in 1d3 rounds!
  Where the second set of footprints ends at the wall of the chamber, 
  characters examining the thick webs covering the wall notice they are 
  subtly “breathing”. Behind the layers of sticky strands another tunnel 
  continues on into the dark, its floor covered in more dusty footprints.
  Area 1-3, Wizard’s Chasm: Again the tunnel winds downward, 
  growing narrower as it descends. The walls and pathway are cold and 
  damp, turning the dust to slime. From ahead you hear the flutter of a 
  thousand wings. Suddenly, you are engulfed in a cloud of screeching, 
  fluttering bats! As you attempt to fight off the bats, you find your-
  selves slipping forward on the path’s steep slick surface of mud and 
  loose gravel!
  This steep footpath ends at a gaping chasm. All on the path must 
  succeed on a DC 6 Reflex save or tumble and slide into the chasm. 
  All who slide over the edge may attempt a final DC 10 Luck check to 
  grab the edge of the crevice or the nearby tree bridge. Failure results 
  in falling 30 feet into the dark crevice and a likely grisly death, with 
  characters suffering 3d6 falling damage. 
  (If the party is struggling to this point, or is low on numbers, consider 
  exempting the back half of the party from needing to make saves (or 
  lower the DC to 4) as they have additional time to catch themselves.)
  Once the party has righted themselves at the chasm’s edge, read or 
  paraphrase the following:
  The footsteps in the slime lead to a mossy, rotten tree that 
  crosses the 20’ chasm. The tree was obviously placed here as a 
  rough bridge, as the gulf seems too wide to jump, but that was 
  clearly long ago. Outcroppings of rocks jut out from the far side, 
  and you can barely discern —a door?—set into the far wall.
  Unencumbered, it takes a DC 18 Agility check to make the miraculous 
  jump. Crossing the 20’ chasm via the rotten bridge is simple, as long 
  as the characters proceed one at a time, and avoid attempting to 
  cross bearing inordinate weight. As the last person crosses, there is a 
  50% chance that the tree bridge finally gives way. That character must 
  13
  
  make a DC 8 Reflex  
  save or plummet to 
  the bottom with the 
  old log unless secured 
  by rope or some other 
  manner. 
  While standing near the edge 
  of the chasm on either side, the 
  adventurers will hear a faint whis-
  per –“Help me”– that rises from the dark depths. 
  The sound emanates from a speaking branch ensor-
  celled by a magic mouth spell. It has been whispering 
  for ages. Near the branch lies the broken body of a long-
  dead man in wizardly robes. Should someone investigate the 
  body, the man’s leather carrying bag contains various spell casting 
  components such as raven’s feet, brittle frog husks and the skin of a 
  snake, rolled like a parchment and tied with a ribbon. If someone un-
  winds the parchment, the runes inscribed upon it will begin to glow. A 
  DC 12 Intelligence check grants the user the ability to cast magic mis-
  sile (DCC rulebook, page 144) 1d4 times before the power is spent. 
  (Spell check: 1d16. Roll upon the manifestation table in the spell’s 
  description to see how the spell manifests.) The speaking branch is not 
  a wand (merely a stick) and will continue to whisper its plea wherever 
  it may go (the judge should remember this if the carrier of the whis-
  pering stick tries to make any sort of stealth check later).
  A small tunnel, nearly hidden in the dark of the chasm, leads to the 
  east. It is barely more than a crawl space, but humans can struggle 
  through with minimal effort.
  If characters cross the chasm by using the log or by jumping its width, 
  on the far side they notice footprints in the muck leading up to the 
  door to Area 1-5. If tested, the door is unlocked. 
  Area 1-4, The Secret Tunnel: Not far from the old wizard’s crum-
  pled and rotted body you spy an opening in the side of the chasm 
  wall. It is a dark tunnel, much smaller than the one you just traversed. 
  You would have to crawl single-file to navigate it, but it appears to be 
  sound and dry.
  14
  
  This tunnel leads to the secret room in Area 1-7b. As the crawl space 
  is navigated, a slight draft pulls any torch flames slightly forward. At 
  times the tunnel becomes extremely cramped, but if the adventurers 
  push on, they will arrive at an overhead grate without incident. A DC 
  12 Strength check is required to lift the wrought-iron grate and push 
  it to the side. There is only room for a single character to make an 
  attempt at a time. The small room above is dark.
  Area 1-5, The Wellspring: The weathered door is dry-rotted but 
  sturdy. It swings open on rusty hinges revealing an open chamber 
  of smooth marble walls and ornate tile floors covered in dust. In the 
  center of the room, a circular column of water, six feet in diameter, 
  rises from a well in the floor. It stands perfectly placid and still, defying 
  gravity as it reaches all the way from floor to ceiling where it disap-
  pears into another hole above. 
  If the party ventures further into the room with a light source, read 
  or paraphrase the following: There is a door on each of the four walls. 
  Numerous scattered bones lie close to the door on the eastern wall. 
  In the far northeastern corner a fountain protrudes from the wall in 
  the misshapen form of a vaguely humanoid tree. It is carved of stone, 
  and in its open cupped hands drops of condensation have formed a 
  tiny pool. In the southeastern corner a small demon face juts from the 
  wall. Its lower pool contains an equal amount of collected water.
  The room is approximately 40’x50’. The doors on each of the four 
  walls are of similar construction: thick wood with wrought-iron met-
  alwork. A DC 12 Intelligence check reveals the workmanship of the 
  doors and room’s masonry to be of dwarven craft. A dwarven charac-
  ter recognizes this automatically.
  If the adventurers examine the footprints in the dust, they appear 
  to have entered the room from the western door, proceeding first to 
  the tree fountain. A DC 14 Intelligence check is required to deduce 
  what path the footsteps followed from there: from the fountain to the 
  northern door (which appears to have been opened, but not entered), 
  then to the southern door (which appears to have remained shut) and 
  finally to the door upon the eastern wall which appears to have been 
  opened and passed through.
  15
  
  The column of water that defies gravity in the center of the room 
  reaches from the floor to the ceiling, twenty feet straight up. If the 
  characters touch the water, their hands will pass through the surface 
  with no ill effect other than becoming wet. If the party tarries in the 
  room for an extended period, they may notice a bucket dropped into 
  the top of the water column from above. They will recognize it as the 
  bucket used at the well in the village common area. It will quickly be 
  filled and drawn back up. The characters can swim in the column of 
  water but should they swim downward, they reach no bottom, only 
  deepening darkness. Those swimming to the top of the column of wa-
  ter find themselves floating at the bottom of the village well. It is likely 
  late evening, and, if so, no one hears their calls.
  16
  
  The tree-shaped forest sprite fountain contains one sip of water which 
  magically bestows 1d4 temporary hp to the first explorer of Lawful or 
  Neutral alignment to drink from it. These hp will be the first subtract-
  ed from any hp loss. If a Chaotic character drinks, their true nature 
  will be revealed for all to see as two small purple horns suddenly 
  emerge from the top of their head! The horns gradually subside over 
  the course of a week. (You sip the cool waters and suddenly you hear 
  the distant laughter and singing of faerie-folk.)
  Ancient script is inscribed above the forest sprite fountain. A DC 12 
  Intelligence check reveals the inscription to be a prayer to the goddess 
  of nature, Ildavir. If the prayer is whispered in sincerity, a small stone 
  medallion previously undetectable as part of the engraved tree will 
  begin to glow. If detached from the wall it can act as a holy symbol, 
  granting the owner the ability to turn unholy (DCC rulebook, page 96) 
  in Ildavir’s name three times. (Spell check: 1d20).
  If the single available sip in the demon-face fountain is imbibed by a 
  Lawful character, it will inflict 1d4 poison damage 1d4 rounds after 
  drinking. A Neutral character will be overwhelmed by an irrational 
  fear of dark and confined places (!) and will avoid any action for 1d3 
  rounds. A Chaotic character will gain 1d4 temporary hp, but in 1d3 
  rounds will make an unprovoked attack against the nearest creature, 
  friend or foe. (As you taste the tepid water, the 
  demon’s stone face briefly contorts into a smile.)
  As characters approach the eastern door, 
  the scattered bones begin to rattle and 
  coalesce into the forms of three skeletal 
  guard dogs, each with two heads! The 
  bone creatures will lunge at the nearest 
  characters, attacking relentlessly until de-
  stroyed.
  Two-headed Skeleton Hounds (3): Init +2; 
  Atk bite -1 melee (1d4); AC 12; HP 4; MV 
  25’; Act 2d20; SP Makes two attacks (one 
  from each head) on same target; un-dead, 
  half damage from piercing and slashing weapons; SV Fort -1; Ref +2; 
  Will +0; AL C. (Cobbled together by ancient magic, their bleached 
  bones are inscribed with glowing runes and glyphs.)
  17
  
  Area 1-6, Mirror Closet: The door is unlocked and opens outward 
  into the chamber. Beyond is a small closet containing a mirror that 
  runs from floor to ceiling; nothing else is present in the small enclo-
  sure. The mirror is covered in a thick layer of dust, so obscured you can 
  barely see your own movements in its dim reflection. 
  If a character wipes the dust from the mirror, they will clearly see a 
  circlet of ethereal green glyphs and symbols rotating around the col-
  umn of water, but only in the reflection in the mirror. The symbols are 
  not visible in the actual room. The mirror is in fact an interplanar por-
  tal that leads to another realm, placed here long ago by the deceased 
  wizard found at the bottom of the chasm (See sidebar: The Realm 
  Beyond the Mirror). If the mirror is broken for whatever reason, the 
  nearest adventurer to it must make a DC 14 Will save or be sucked 
  into it as it repairs itself and reassembles. Anyone trapped inside the 
  mirror may explore the room in the “mirror universe”, where they will 
  The Realm Beyond The Mirror
  The Mirror Portal hints to the adventurers that there are things at 
  work in this underground labyrinth far beyond their previous compre-
  hensions. The strange creatures… the gravity defying well… the bro-
  ken wizard… all are artifacts of the foreign realm linked by this portal.
  Four centuries ago, the mad wizard Moldark Zelroth grew very pow-
  erful in arcane knowledge. His insatiable lust for power eventually 
  led him to enslave an entire dwarven mining community. He com-
  manded them to create the elaborate underground lair of his dreams. 
  A century into the construction, the dwarves uncovered the portal 
  between their world and ours. Even the mad wizard Moldark Zelroth 
  feared the dangers of beings from two dimensions traveling back and 
  forth between the two realms unfettered. He spent years in dedicated 
  research  before constructing and placing the gate at the threshold, 
  cloaking the portal in the illusion of a simple mirror,  a barrier of the 
  mind as well as a tangible force. Perhaps this is why small creatures 
  such as baby toad spiders and piranha salamanders unknowingly skit-
  ter back and forth between the two worlds uninhibited and free. But 
  to any creature with reasoning power, the locked gate is a formidable 
  barrier requiring great concentration and knowledge to cross.
  18
  
  confront the same Skeleton Hounds and other 
  challenges as in the original labyrinth. Once 
  a character crosses into the other plane, 
  however, they cannot re-enter this plane 
  from here, and will need to find their 
  way home through further adventure!
  The armory and secret room in Area 
  1-7 can be approached from either 
  Area 1-5 or Area 1-4. If the party ap-
  proaches from Area 1-5, they find the 
  door locked (DC 12 Intelligence check to 
  jimmy the lock, DC 10 with lock-picks; 
  DC 12 Strength check to smash). If they 
  approach the room via the tunnel from 
  Area 1-4, they must enter through the 
  heavy metal drainage grate (DC 12 
  Strength check to lift and move).
  Area 1-7a, Armory: If the party arrives 
  via Area 1-5, read or paraphrase the following: 
  The creaky wooden door jingles slightly, opening into a small 
  room with two tables. The room is lined with stone alcoves 
  and appears to have been an armory once, long ago. It stands 
  mostly empty now, with thick dust upon the floor and shelves, 
  but a few dust-covered items peek out of the gloom. As you 
  enter, a few familiar skittering salamanders scamper across 
  the walls and into the crevices of the stone walls where some 
  of the large stones appear to be crumbling or loose.
  The armory room is cramped, only 10’x10’ square. On the tables and 
  shelves, the characters find two rusty short swords in sheaths, a bat-
  tleaxe with a dwarven face carved into the hilt, a longbow, a quiver 
  with 4 arrows and a rusty grappling hook (50% chance it breaks on 
  each use). There are also two suits of rusty chain mail fitted for a 
  dwarf. Because of their age and disrepair, they will only offer a +2 bo-
  nus to AC. Closely examining the loose stones in the wall reveals that 
  one large stone can be easily shifted, uncovering a short passageway 
  to a hidden chamber beyond. If a character crawls through the 2`x2` 
  crawl space, they discover the tiny chamber.
  19
  
  Area 1-7b, Secret Chamber: If the party arrives from the Wizard’s 
  Chasm tunnel (Area 1-4) read or paraphrase the following:
  A tiny chamber waits beyond the drainage grate. Even stand-
  ing shoulder to shoulder, you can only squeeze four—maybe 
  five—of your party into the room at a time. A small stone alter 
  stands in the middle of the tiny room. Atop it rests a peculiar 
  artifact: a massive four-fingered hand affixed to the end of an 
  oaken branch.
  The hidden chamber is only 5` square and 6` tall. The item on the ped-
  estal is a 3’ long heavy club with a severed troll hand attached to the 
  end.  (1d6 damage. On a critical hit the troll fingers snap shut deliv-
  ering an additional 1d4 claw damage, but the entire hand will detach 
  from the shaft.)
  As the party enters the chamber they disturb and awaken a sentient 
  pudding. It takes the first opportunity to creep up the leg of the char-
  acter with the lowest Luck score in the room when the club is lifted 
  from the pedestal. If the pudding is subjected to a fire-based attack, 
  it will fleeing into the tunnel, attacking the nearest adventurer as it 
  retreats. While in the tiny confines of this room, the pudding can only 
  be attacked by party-members actually in the chamber.
  The crawl space leading to the armory is easily detected. It requires a 
  DC 10 Strength check to push the stone aside and gain access to the 
  armory.
  20
  
  Sentient Pudding: Init (last after a surprise round); Atk acidic creep +2 
  melee (1d4); AC 10; HP 8; MV 10’; Act 1d20; SP half damage from slic-
  ing and piercing weapons; double damage from fire-based attacks; SV 
  Fort +0; Ref +2; Will -4; AL N. (A mass of orange-brown mucous that 
  quivers and creeps as it grafts itself to your skin.)
  The key that unlocks the door in Area 1-5 leading to the hallway (and 
  Area 1-10) hangs on the back of the armory door. Without this key, 
  the door can alternately be smashed with a DC 12 Strength check or 
  jimmied open with a DC 12 Intelligence check. Whoever opens the 
  door will notice their hand is now coated with drying blood from the 
  door handle. Though they cannot know for certain, it is indeed the 
  blood of Nebin Pendlebrook.
  Area 1-10, Dwarven Sanctum Hallway: Beyond the doorway a set 
  of stairs rises upward, ending in a crossing hallway running north and 
  south. When the party proceeds: The passageway that leads to the 
  north turns to the east about 30’ from your location. A flicker of light 
  dances from some source around the bend, beyond your sight. To the 
  south, the hallway reaches another set of stairs that descend down-
  ward into darkness. Just before you at the junction, a black top hat lies 
  on its side in the dust.
  The top hat is Nebin Pendlebrook’s. Close inspection reveals a spatter 
  of blood upon the rim. Should the adventurers search for more foot-
  steps, they easily discover dozens, marching north and south. A DC 
  14 Intelligence check reveals that something has also been dragged 
  down the hallway that leads to the north.
  Going North: The northern passageway leads directly to the Great 
  Dwarven Hall (Area 1-10), a once festive and lively dinner hall for the 
  dwarven miners. As the adventurers approach the northern-most 
  bend in the passageway, they hear the faint sound of snoring. If they 
  reach the doorway into the hall, read the description for Area 1-10 
  The Great Dwarven Hall.
  Going South: The southern hallway leads to a set of steps descending 
  into darkness. Unless the adventurers have infravision, they require a 
  light source to navigate the staircase by more than feel. The stairs end 
  at another closed door (unlocked). Behind the door waits a long-aban-
  doned kitchen, once used to prepare food for the miners. If the ad-
  venturers open the kitchen door, read or paraphrase the following:
  21
  
  Area 1-8, The Dwarven Cookery: The door creaks open on rusty 
  hinges, brushing back cobwebs spun thick across the jamb; many 
  years have passed since last the door was opened. Inside, it is dark 
  and the faintest aroma of old cheese wafts from the room. Though 
  obviously long abandoned, it appears the chamber once served as a 
  kitchen. Two preparing tables dominate the room, and an old stone 
  hearth sits cold in the northern corner. Dozens of small shapes dangle 
  from the ceiling wrapped in webs.
  The kitchen is covered in a thick layer of undisturbed dust, with no 
  sign of footprints. The tables sit empty; the cupboards bare. A wheel 
  of cheese peeks from a tattered and dilapidated burlap sack, hanging 
  in the center of the room from an iron spike hammered into a ceiling 
  joist. A horde of large blue spiders have spun elaborate webs near the 
  joists that run alongside the hanging cheese, using it as irresistible 
  and perpetual bait for mice and rats. Hundreds of tiny rodent bones 
  picked clean by the spiders are still trapped in the webbing. Though 
  the blue spiders are large and numerous, they pose no real threat; re-
  treating into the shadows and crevices when approached. The cheese 
  wheel, should it be procured, is dwarven made and cured to perfec-
  tion using techniques lost to time. Dwarves and PCs with culinary 
  occupations (cheese maker, baker, etc.) will recognize it could bring 
  a handsome price of 25 gold pieces from knowledgeable merchants. 
  Any aristocratic or noble dwarf would pay even more!
  A small, wide door is fitted into the eastern wall, by its size clearly 
  meant for none but dwarven-kind. It leads to the pantry/sleeping 
  quarters for the cook’s crew.
  Area 1-9, The Dwarven Pantry: This side room appears to have 
  been an extension of the kitchen—a pantry perhaps—with a few beds, 
  sized for a dwarven staff scattered about. In addition to the door you 
  just entered, another door exits through the northern wall. It seems 
  an earthquake or some other cataclysmic event has nearly sucked the 
  room back into the bowels of the earth. The ceiling joists are broken 
  and large stones have fallen through. The floor tiles are cracked and 
  the loose earth has been pushed up. Beds and tables are overturned.
  As players make their way across this room to the northern door, dust 
  and pebbles fall from the broken beams in the ceiling. And though 
  players may guess a cave-in is the room’s greatest threat, they would 
  22
  
  be wrong: a large cave grub has made this area of the labyrinth its 
  home, and is easily summoned by any noise or vibration. Characters 
  must succeed on a DC 8 Agility check to quietly navigate the beams 
  and rubble. A failed check will alert the grub to that character’s pres-
  ence, spurring a surprise round attack. After determining who is in the 
  room, read or paraphrase the following:
  Your boot catches a beam and a handful of pebbles and stones 
  fall from the ceiling to the floor. As you hold your breath, the 
  floor beneath you begins to rumble and quake. Suddenly a large 
  alabaster-skinned grub-like creature pushes through the earth, as 
  big around as the trunk of a tree! It arches its head like a snake, 
  its open maw revealing row after row of finger-sized yellow teeth!
  Judges Prerogative: At this point in the adventure, the judge may 
  use their discretion as to whether the worm gets a surprise attack or 
  if everyone rolls for initiative first. If the party has so far circumvented 
  most of the encounters with little loss and you wish to offer them a 
  true challenge, a surprise attack before rolling initiative is in order. If 
  on the other hand, the party has suffered many losses at the hands of 
  fickle die rolls or poor decisions, it might be appropriate to roll initia-
  tive first and let the heroes have a chance to draw first blood.
  Giant Cave Grub: Init +0; Atk +3 melee (1d4 + swallow); AC 10; HP 20; 
  MV 40’ (burrow); Act 1d20; SP The worm waits beneath the ground 
  to erupt and swallow any unlucky victim on a hit in a surprise round. 
  Swallowed characters take 1d4 dmg, and an additional 1d4 damage 
  every round they are inside. The character can escape with a DC 14 
  Agility check on their round. The grub is large enough to hold two 
  characters at a time in its 
  innards, retreating to the 
  depths with its priz-
  es when full. Trapped 
  characters have one final 
  round to escape before 
  being lost forever as the 
  grub vanishes into the 
  earth; SV Fort +3; Ref 
  +0; Will+0; AL N.
  23
  
  There is nothing of value in this room, only a few broken beds and 
  dry-rotted mattresses. The door on the northern wall leads to a set of 
  ascending stairs. When climbed, a crack of flickering light shines from 
  beneath the closed door ahead. It is unlocked and leads to Area 1-10, 
  the Great Dwarven Hall.
  Area 1-10, The Great Dwarven Hall: Flickering light shines from 
  two large braziers burning at the northern end of a great hall. This is 
  the largest chamber you have so far encountered in the underground 
  labyrinth, its ceiling rising some 30 feet above! The light from the bra-
  ziers cause shadow and light to dance across tall marble pillars lining 
  the eastern wall. In the middle of the room dining tables are attended 
  by the skeletal remains of long-dead miners slumped over dusty tan-
  kards and plates. Between the two burning braziers stands a pecu-
  liar throne: a tall wooden chair with the head of a great stag carved 
  24
  
  ornately into the top. The chair appears to be strapped to the large 
  bleached hull of a skeletal tortoise. Atop the throne, a smallish figure 
  lies crossways with legs and head resting on the arms of the chair. The 
  figure appears to be snoring.
  The room is a 40’x60’ rectangle and is well-appointed compared to 
  the other rooms of the labyrinth. Tapestries upon the walls bear the 
  regal crests of long-dead dwarven lineages. Carpets adorn the stone 
  floors. A gigantic chandelier made of numerous deer antlers hangs 
  in the middle of the room above the tables and the dwarven skele-
  tons. The chandelier’s securing rope runs along the ceiling and down 
  the middle of the western wall where it is spooled around a wooden 
  securing pin. The figure sleeping in the chair is Nebin Pendlebrook. 
  When the characters enter the room, Nebin will not awaken until 
  someone fails a DC 12 Agility check. Even then, he will greet the char-
  acters with a cheerful recognition. After a stretch and a yawn, he will 
  say:
  “My greatest wish… if such a thing could be wished for… is that 
  my rescue party might have brought biscuits and jam for their 
  long-lost halfling friend!”
  Nebin will spin around to sit more properly upon the throne. In this 
  new light, the characters will see that Nebin has suffered a great 
  bloody wound to the side of his face. His jacket and pants are stained 
  with dried blood. His features are pale; his eyes sunken and blood-
  shot. His mood betrays none of these things as he speaks to the party 
  from atop the modest throne in a jubilant tone.
  “No need to skulk about in the shadows my friends! Come and 
  see your friend as you have never seen him before!”
  Roleplaying Nebin Pendlebrook
  If the characters have not yet deduced that Nebin has joined the ranks 
  of the undead, it will probably be revealed as you—the judge—role-
  play the following interaction. No doubt the players will have many 
  questions, and to answer them, you need to know the following:
  • Nebin did explore the caverns alone, and after an altercation with 
  the skeletal hounds, was discovered on the second day by the 
  dwarves (listed below). Of course, without his glasses and in the 
  dim light, he could not see the dwarves for what they were.
  25
  
  • Nebin knows that something has changed but he will not quib-
  ble with the party about being “dead”, “un-dead” or any such 
  “foolishness!” His retorts will be along the lines of: “You say that 
  your friend is dead… I say that I stand before 
  you, walking and talking. Are these qualities 
  that you normally associate with the de-
  ceased?”
  • As to why he is here, Nebin only 
  understands he feels compelled 
  to stay. And that he possesses 
  an overwhelming desire to 
  “guard the great treasures 
  of the most magnifi-
  cent wizard who ever 
  lived” (he will point to 
  the door on the eastern 
  wall as he says this). 
  In truth, Nebin in death has 
  fallen victim to a powerful spell 
  cast upon the entire Dwarven laby-
  rinth. All who die here are compelled to 
  walk the halls and stand as guardians for all 
  eternity. If questioned what treasures are 
  being guarded, he replies cryptically: “Some 
  treasures are even greater than gold and silver!” 
  Nebin will eventually grow tired of conversation and under no circum-
  stance can he be persuaded to leave. (If he is kidnapped and taken 
  outside of the labyrinth, he will truly die as a result of the curse.) 
  When the halfling decides to end the conversation, be becomes agi-
  tated, suddenly standing in the chair and raising his arms. As he does, 
  the turtle he stands upon will also rise and lift its head. At the tables 
  in the great hall, the skeletal dwarven soldiers will also begin to ani-
  mate and face the party. 
  “The time for words has passed. How can you not see the 
  great gift of immortality that stands before you? What has 
  been bestowed upon me shall now be bestowed upon you! It is 
  a gift! You will thank me for it, I can assure you!”
  26
  
  The skeletal dwarves will begin to advance upon the characters, each 
  brandishing a spear. Their bones appear to be cobbled together much 
  like the guardian hounds earlier. Roll initiative, with the dwarves all 
  acting on the same initiative. Roll initiative for the giant skeletal turtle 
  as well. Nebin will act on the turtle’s initiative so long as he rides 
  astride its back. He has no ranged attack (without his glasses and 
  cursed with bad vision even in un-death!) so unless he is engaged 
  with a melee attack, he will mostly only bark commands. If he leaves 
  the back of the skeletal tortoise for any reason, move his turn in the 
  initiative order directly behind the tortoise.
  Nebin, throughout the contest, will implore the characters to… “give 
  in to your destiny! We are chosen to perform a great task!”
  (See the Sidebar: The Wizard’s War to learn more about the curse that 
  controls Nebin so completely.)
  Should the party attempt to lure the skeletons beneath the chande-
  lier, do not deprive them of the joy of dropping it! If a character is 
  standing by the western wall where the rope is secured, it only takes 
  an action to cut it or loosen it. If a character is not within reach of the 
  securing rope, and finds some other creative way to sever the rope 
  (an arrow shot, thrown dagger, etc…), a ranged attack against AC 14 
  is required. Upon a success, roll a d6 to see how many dwarves are 
  under the massive chandelier when it falls. Each dwarf must succeed 
  on a DC 16 Reflex save to dodge or suffer 2d10 damage.
  Skeletal Dwarves (6): Init +1; Atk spear +2 melee (1d6); AC 11; HP 
  8; MV 20’; Act 1d20; SV Fort +2; Ref +1; Will +2; AL C. Each skeleton 
  wears leather armor and carries a spear. (Like the guardian hounds 
  earlier, these dwarves appear to be cobbled together by a mish-mash 
  of parts; arms for legs, heads turned upside-down, and skulls inscribed 
  with glowing glyphs.)
  Nebin Pendlebrook: Init +2; Atk dagger +2 melee (1d4); AC 11; HP 4; 
  MV 20’; Act 1d20; SV Fort +1; Ref +2; Will +0; AL N.
  Large Skeletal Tortoise: Init +0; Atk bite (*and tail slap if flanked) +3 
  melee; Dmg 1d6; AC 13; HP 14; MV 20’; Act (*2)d20; SV Fort +3; Ref 
  +0; Will +0; AL C.
  27
  
  Again, regardless of 
  the outcome of the 
  encounter, Nebin will 
  not leave the sanc-
  tum of his own vo-
  lition. If he survives 
  and is conscious, 
  Nebin will reveal 
  the eastern door 
  beyond the pillars 
  as the place where 
  the “great treasure” 
  is stored. The door 
  is locked and Nebin 
  will claim that it is 
  forbidden for the guardians to enter, lest they provoke the anger of 
  “the master”. Dwarven script is etched into a small indentation in the 
  stone wall next to the door. Beneath these cryptic runes hang three 
  distinctly decorated keys on three pegs (See Handout A-1 at the end 
  of the adventure). 
  Only one key will open the door. The other two spring traps. A dwarf 
  in the party (or others who can read dwarven) can decipher the runes 
  as a riddle, anyone else will need to succeed on a DC 14 Intelligence 
  check to recognize the runes as such. The inscription reads: A wee 
  little man with a red, red coat… a staff in my hand, a stone in my 
  throat… guess who I am to avoid death’s bloat.
  The key designed with the cherry motif is the correct choice. If ei-
  ther of the wrong keys are used (or if the door is battered), traps will 
  trigger. (These traps are beyond the abilities of low level characters to 
  detect or disarm.) The first incorrect choice causes the stone floor to 
  give way: any adventurer within 5’ of the door will fall into a 20’ deep 
  spiked pit (DC 10 Reflex save or take 3d6 damage).
  If players then jury rig access to the door using tables, etc, and a sec-
  ond incorrect key is used, a large stone falls from the ceiling onto the 
  5’ area in front of the door, compacting everything in its path down 
  into the spiked pit! (DC 12 Reflex save or take 3d10 crushing damage).
  28
  
  The Wizards’ War
  The adventurers and Nebin Pendlebrook are now entangled in the swirl-
  ing eldritch eddies of an ancient quarrel between two powerful wizards 
  from another realm. As it is in this realm, magic in that other place is also 
  a dangerous and foolhardy art, and arcane knowledge is sought with the 
  utmost respect and trepidation. Such was the rivalry between Varooth 
  Moss and Moldark Zelroth however, that each seized upon dangerous 
  strategies to gain superiority over the other.
  As sometimes happens among those who derive their magic from a 
  mystical being of immense power, Varooth Moss fell out of favor with 
  his patron Bobugbubilz, and in his weakness was subdued by his nem-
  esis Moldark Zelroth. Fearing that Bobugbubilz might someday forgive 
  Varooth and search for his once-devoted follower, Moldark whisked the 
  rival wizard away to this realm in an effort to better hide his prisoner. The 
  ruse worked: Varooth Moss remains encased in a magical block of ice, 
  guarded by a Stone Behemoth in this very catacomb, seemingly locked 
  away forever. (Described in Area 1-12: The Inner Sanctum.) 
  As magnificent as Moldark Zelroth had become, in his old age he was still 
  subject to the simple laws of gravity. One day long ago, while surveying 
  his spectacular underground network, alone and isolated from everyone 
  and everything, he tripped and fell into a deep chasm. Trapped with mul-
  tiple broken bones and punctured organs, he could only muster a simple 
  cantrip to try and stave off a lonely death. With his final faltering breaths 
  he cast one last spell upon a nearby branch, commanding it to call for 
  help when his own voice had gone silent. Unfortunately, no one heard 
  the quiet cries and the great wizard perished alone in the dark.
  Though the evil wizard Moldark Zelroth is gone, all that he conjured and 
  built remains, feeding off the energy coursing between realms. Great 
  magics is still at work in the dark places beneath the village of Bitter-
  weed Barrow and it was only a matter of time before someone like Nebin 
  Pendlebrook would accidentally unearth it! (See Appendix A: The Second 
  Death for ways to use Moldark’s legacy and curse to spice things up as 
  character deaths begin to pile up!)
  29
  
   Area 1-11, Ascension of Great Sorrow: Beyond the door a hall-
  way leads to a set of ascending stone steps. Wall-mounted sconces 
  flicker with a sickly greenish light, casting an unearthly pall. As you 
  climb the stairs and look around at the grizzled faces of your com-
  rades, they appear as they would in death: pale, gaunt, drawn and 
  staring with sunken eyes filled with despair. Is the effect a twisted 
  illusion or merely an artifact 
  of the flickering shad-
  ows? As you climb, 
  you come upon 
  four small holding 
  cells hewn into 
  the rock walls 
  on your right, 
  each protected 
  by a door of iron 
  bars. Suddenly 
  prisoners appear 
  from the shadows 
  behind each set 
  of bars, pleading 
  for freedom!
  There is no key to 
  be found for the 
  cells; a DC 12 In-
  telligence check is 
  required to jimmy 
  any lock; a DC 16 Strength check will smash an iron bar, but at a cost: 
  on any attempt to smash the bars (or any failed attempt to force a 
  lock) a large stone in the ceiling of the targeted cell will fall and flatten 
  the inmate with a sickeningly bloody thud. A very heavy iron rod, 2” in 
  diameter and 6’ in length leans against the wall opposite the cells. It is 
  so heavy that it requires a DC 14 Strength check to lift! Clever players 
  may use the rod to prop up the stone ceiling of a cell where future 
  lock picks or smash attempts are made.
  If the players succeed in freeing any of the prisoners, and need to re-
  inforce their numbers for the final confrontation, kindly judges might 
  allow them to create characters for each prisoner, or supply them 
  with pre-gen characters representing the freed slaves. If their num-
  30
  
  bers are so decimated that they need more than one prisoner per cell 
  to replenish their force, simply add more prisoners so that each player 
  has at least two for the final confrontation. 
  The prisoners can only vaguely recall waking up in this long-forsak-
  en dungeon. To them, it seemed only yesterday, and perhaps in this 
  realm it might have been, but in the place beyond the portal from 
  whence they came, much more time has passed. The prisoners were 
  all faithful apprentices and devotees of a once great wizard named 
  Varooth Moss, captured and imprisoned by his nemesis Moldark 
  Zelroth long ago (See Sidebar: The Wizard’s War). By some strange 
  magic, they have been imprisoned here for over a hundred years. 
  Should they be questioned about the wizards, they will gladly impart 
  any knowledge they possess for the chance at freedom.
  Some things the prisoners might remember
  • Varooth Moss was a devotee of the amphibian lord Bobugbubilz 
  until he began to understand the true depth of the demon lord’s 
  chaotic nature. His attempt to break his pact with his master trig-
  gered great disfavor.
  • A rival wizard named Moldark Zeroth took advantage of Varooth 
  Moss’ weakened state to defeat him and his followers.
  • They fear that Varooth Moss has been killed by Moldark and that 
  they will suffer the same fate.
  After the prisoners have been freed and the party is ready to proceed, 
  read or paraphrase the following:
  The stairs continue to climb upward until they reach an opening in 
  a large stone wall. As you draw near, it becomes clear the doorway 
  at the top of the stairs has been carved to mimic the gaping maw of 
  some large grotesque beast! The only way to pass is through the enor-
  mous stone teeth. A flickering warm light from inside the chamber 
  illuminates the hewn-out eyes and upper jaw of the contorted demon 
  face, giving it the fey illusion of life. It seems to call you forward…
  Area 1-12, Moldark Zelroth’s Inner Sanctum: As you enter be-
  neath the jagged archway, you find yourselves in a cavernous room; 
  larger even than the great hall of the dwarves, with 30’ ceilings. 
  The rock walls are tinted putrescent purple, etched everywhere with 
  31
  
  strange symbols and hiero-
  glyphs in bright yellow 
  chalk. The markings 
  reach from wall to 
  wall and floor to 
  ceiling.
  A torch is affixed to 
  each of the four 
  walls. In the cen-
  ter of the room a 
  6’x6’ square block 
  of ice sits inside a 
  runic circle inscribed 
  upon the floor. Emp-
  ty torch holders flank 
  each of the four sides of the 
  block.
  When the party enters the room, read or paraphrase the following:
  Near the back of the room, large boulders appear to have 
  fallen from the ceiling and now rest in a pile of rubble. Amidst 
  the fallen stones, you spot a wooden chest with copper hinges. 
  As your eyes return to the block of ice, you notice that a figure 
  seems to be trapped deep within, frozen in some defensive po-
  sition. Closer inspection reveals it to be a man garbed in regal 
  dress, and though his hands appear to be human, his head is 
  grotesquely frog-like. You’re almost certain that the creature’s 
  bulbous eyes are following you.
  The wizard Varooth Moss is trapped inside the ice, and is aware of 
  any visitor’s presence. If the characters seem hesitant to free him he 
  will use a cantrip to communicate with them, manipulating a small 
  rock to scratch phrases on the floor at their feet. Phrases include 
  “long forgotten in this place” and “free me for great fortune”. The 
  choice to free the wizard is up to the adventurers. Regardless, after a 
  few moments, the pile of stones behind the block of ice, triggered by 
  the wizard’s use of magic, will reanimate and coalesce into a massive 
  stone guardian intent on ridding the chamber of living creatures. The 
  enormous stone behemoth has been commanded to stand guard over 
  32
  
  the entombed wizard, and the spell holds true despite the fact that 
  his summoner has long since perished. Once animated, it will not halt 
  its rampage until either it or the adventurers are vanquished. (To add 
  insult to injury, the broken chest is a sinister mimic that bites when 
  approached. It contains no treasure.)
  The heavy stones from the pile of rubble begin to rumble and coalesce, 
  rising up to form a towering guardian whose head nearly touches the 
  thirty-foot ceiling! As the massive creature turns to face you, another 
  message is hastily scratched upon the floor; “Free me or perish!”
  In its rampage, the stone behemoth will smash into the ceiling the 
  first round, and again at the beginning of each round (apart from his 
  turn in the initiative.) Parts of the chamber ceiling and earth will fall 
  with each collision, revealing cracks of daylight above. This will also 
  temporarily seal the doorway from which the party entered. Have the 
  players roll under their Luck to avoid being targeted by falling rubble. 
  PC’s failing their Luck roll must succeed on a DC 8 Reflex save to avoid 
  1d10 crushing damage. If the characters are taking massive losses, 
  you could choose to have the stone behemoth use its turn in the ini-
  tiative order to clumsily slap torches from the holders that the charac-
  ters might have placed in order to free the wizard (see below).
  Freeing the Wizard: Varooth Moss can be partially freed (enough to 
  be of some aid) by placing the wall torches in the empty holders sur-
  rounding the ice and reading the incantation written in the runic circle 
  (DC 13 Intelligence check). Taking a torch from the wall and placing 
  it in a holder counts as one action (a move action), the check to read 
  the incantation counts as one action as well. When all the torches are 
  placed and the incantation has been read, the ice will melt enough to 
  free the wizard’s wand hand in 1d3 rounds. He will immediately drop 
  the wand, and in the dust the word “flame” will be scrawled. Anyone 
  in possession of the Flame Wand can attempt to cast a pre-loaded 
  flaming hands spell (DCC Rulebook, Page 142. Spell check: d20). On 
  subsequent rounds the wizard can fire off magic missile spells.
  Stone Behemoth: Init +4; Atk slam +5 melee (1d10); AC 14; HP 30; MV 
  40’; Act 1d20; SV Fort +5; Ref +4; Will -2; AL N. (Formed stones that 
  occasionally resemble a gigantic humanoid form. Attacks against it 
  result in pulses of blue light at the point of contact, as though you are 
  not attacking the stone, but the magic that binds it.)
  33
  
  Chest Mimic: Init +0; Atk bite +1 melee; Dmg 
  1d4; AC 8; HP 6; MV 5’; Act 1d20; SV Fort +1; 
  Ref +0; Will +0; AL N. (By all appearances, 
  a normal chest, until it is approached. Only 
  then does it reveal a set of razor-sharp 
  teeth.)
  Varooth Moss (2nd level Wizard): 
  Init+0; Atk dagger +1 melee (Dmg 
  1d4) or spell +1 (Magic Missile pg 144; 
  Dispel Magic pg 208); AC 12; HP 8; MV 
  30’; Act 1d20; SV Fort +2; Ref +2; Will 
  +4; AL N
  Role-playing Varooth Moss
  After the battle, if Varooth Moss is 
  freed he will thank the adventurers for 
  releasing him. In his weakened state, he is 
  no more powerful than a level 2 wizard. Judges will find the following 
  information useful in the role-playing interaction.
  • Though his head is that of a frog, Varooth still speaks the common 
  tongue in a croaky lisp. He is eager to pass back through the portal 
  (asking the adventurers for directions) to his own realm in order to 
  beseech Bobugbubilz for mercy.
  • He has been counting the days since he was imprisoned by 
  Moldark Zelroth (146 years, 7 months, 14 days, 22 hours). Amaz-
  ingly, he was just beginning to think that Moldark had forgotten 
  about him. Unless told by the characters, he is unaware that his 
  captor is long dead.
  • He has no interest in the treasures spread about Moldark’s inner 
  sanctum and is glad to see it distributed amongst his liberators. 
  Varooth will implore the characters to keep the catacombs a se-
  cret as he ponders the implications of the portal between the two 
  worlds.
  • If Nebin has somehow survived to this point, when Varooth is 
  freed the terrified Halfling suddenly clutches his chest and falls 
  to his knees. Raising his gaze to the sky he screams: “I have failed 
  you Mighty Moldark!” His eyes filling with confusion, the halfling 
  tumbles forward into the rocks, never to rise again. Any dwarves 
  left behind in the Great Hall crumble to dust.
  34
  
  Conclusion
  If the party manages to defeat the Stone Behemoth, the following 
  treasures are theirs for the taking spread throughout the rubble: 300 
  gold coins, a polished silver mirror (20 sp), a fine dwarven shield of 
  bronze and copper, set with 8 rubies (worth 25gp each), a silver mace 
  with the head of Ildavir as the hammer, a mithril dagger with a black 
  onyx handle that contains a reservoir for poison, a deed to a building 
  and a map to the location (future quest seed), and a golden tankard 
  filled with 15 green emeralds. (The tankard is worth 25gp, the emer-
  alds 20gp each).
  To offer some finality to your adventurer’s journey, you may choose to 
  read the following to your players, depending on the outcome.
  If there are survivors
  The great stone creature has been defeated and the bright sunlight of 
  morning peeks through the broken roof above. You believe you could 
  easily climb the mountain of rubble to your freedom if the stones are 
  approached with care. A few days past you would never have consid-
  ered such a thing!
  Somehow, from among all of the hardy souls that began this adven-
  ture, fate has chosen you to survive. As you climb into the morning 
  sunlight in your tattered and bloody clothes, you realize that this 
  experience has forever changed you from the simple peasant you 
  were before. You’ll tell your grandchildren one day of the friends you 
  lost and of how you somehow survived the fantastic terrors that were 
  waiting beneath Nebin Pendlebrook’s Perilous Pantry!
  If there are no survivors
  As the last warrior falls, so too does the stone behemoth, returning 
  to its natural state, nothing more than a pile of rubble amidst a great 
  treasure—its task is now complete. If the grisly scene is discovered 
  later, it will appear that the adventurers were caught in a cave-in and 
  were smashed beneath the stone roof. Should any hardy souls venture 
  further into the underground labyrinth, they may possibly hear whis-
  pers hissing from the darkened halls. “Welcome!” the whispers will 
  say. “We have a great task ahead of us. Won’t you join us?”
  35
  
  Handout A-1
  (The separate printable appendix PDF contains every image included 
  in the adventure, as well as the map, paper miniatures, and rough and 
  ready battlemaps (with and without grids) for the entire labyrinth!)
  36
  
  Appendix A: The 2nd Death
  The nature of Moldark’s curse means that everything that dies in the 
  labyrinth eventually rises as a guardian. Of course, this includes player 
  characters, which can create some interesting complications! Here are 
  ways you can use the new un-dead to add spice to the adventure.
  • If play begins to lag, and you feel the players are being a bit too 
  deliberate in their approach, raise some fallen comrades to slowly 
  begin closing in from behind to speed them along.
  • In the case of a Total Party Kill (TPK) the fallen can be used to 
  restock the dungeon with fresh foes for a new band of villagers to 
  encounter on a second go at the dungeon. 
  • If the party is destroyed by the Stone Behemoth, the fallen adven-
  turers can eventually rise and begin spilling out of the damaged 
  Inner Sanctum to threaten the village. The curse will kill them be-
  fore the sun rises, but an evening battle with a new band of village 
  defenders could prove extremely exciting!
  • Alternately, the curse is finally beginning to weaken. When the 
  fallen adventurers rise, they retain a small measure of autonomy 
  in un-death.  A debris-covered stairwell in the inner sanctum leads 
  down to a forgotten temple and further dangers! Allow the players 
  to reform the party as a mob of un-dead, driven by a crazed desire 
  to recover the bones of Moldark in the chasm, seeking some 
  method in the dark ruins below to either barter or desecrate the 
  wizard’s remains to break the curse and regain their lives!  
  • Rather than succumbing to Moldark’s curse if the party frees Va-
  rooth, Nebin rises again as a final expression of the curse’s power, 
  tasked with hunting down the survivors and punishing them for 
  their acts of desecration! Over the course of further adventures, 
  provide the players with subtle clues that something is following 
  them, haunting their every move. Nebin uses the time stalking 
  to slowly evolve into something far more deadly than the simple 
  halfling the characters once knew!
  37
  
  Appendix B: Moving Things Along
  If you are running this adventure at a gaming convention or your local 
  gaming store, you will most likely find yourself with certain time con-
  straints. Here are some tips and observations that may be beneficial 
  should you find the clock on the wall an adversary!
  • The Perilous Pantry has been successfully run in a four-hour win-
  dow, including character creation. Times can vary widely with playing 
  styles. If your group tends toward extensive role-play, make sure that 
  you leave plenty of time for the back half of the adventure where 
  most role-playing interactions exist. Testing suggests you’ll have plenty 
  of time if you enter the Great Dwarven Hall with at least an hour and 
  fifteen to an hour and thirty minutes still on the clock.
  • If you need to trim some of the adventure (and most likely you 
  will not be aware of this until you are at least halfway through the 
  labyrinth), one easy area to discard is the dwarven kitchen and pantry. 
  Add a simple cave-in on the hallway stairs and you’ll save valuable 
  time with no detriment to the main story line.
  • Dwarven Kamikaze! To expedite the engagement in the Great 
  Dwarven Hall, have the skeletal dwarves be the ones to drop the 
  chandelier on themselves and every other adventurer who engages 
  them beneath it! What do they care? They’re dead to begin with!
  • More characters per player equals more time to play them. If the 
  players don’t need the reinforcements from the prison cells, make the 
  prisoners frail, gaunt and unable to contribute.
  • Varooth Moss collapses unconscious when freed from the block 
  of ice! Yes, it postpones an opportunity for role-play interaction at 
  the end of this session, but now the characters have an unconscious 
  wizard of unknown power lying at their feet. Is he cruel? Is he kind? 
  Can he be held for ransom? Can his organs be harvested for the black 
  market? Will we get warts if we touch him? This option of ending the 
  game saves time when there is no time left, and it gives your players 
  a great cliff-hanger that will leave them wanting more. No doubt they 
  will have fantastic ideas about what to do with an unconscious wizard 
  with the head of a frog!
  38
  
  We’ve tried to include tips throughout the text of Nebin Pendle-
  brook’s Perilous Pantry to help judges new to Dungeon Crawl Classics 
  run their first funnel adventure. But there’s no getting around the 
  fact that the need for creative, seat-of-your-pants judging is baked 
  into the very DNA of DCC! Funnel adventures are often wild and 
  unpredictable, but that’s a major reason why they’re so fun! Stay on 
  your toes, keep things moving, and realize that adapting to the crazy 
  things your players do will often create  the most memorable gaming 
  moments!
  Keep the following in mind as you prepare to run the adventure: 
  • This adventure respects your initiative. If you think an encounter 
  is too easy, increase the challenge! Too difficult? Just drop the num-
  ber of foes. If a particular enemy doesn’t fit in your campaign, re-
  place them with a logical substitute with the same stats. Always bend 
  the text to your vision!
  • Demo and convention style play creates different challenges than 
  running the adventure as part of your regular campaign. In particular, 
  players tend to burn enormous amounts of luck early and often, as 
  they don’t need to worry about the long-term consequences. Using 
  low luck scores as a targeting mechanism is an effective way to right 
  the balance. There are many examples of the technique in Nebin 
  Pendlebrook’s Perilous Pantry, but feel free to find additional ways to 
  reinforce the message if your players are going a bit overboard.
  • With so many characters , it’s important to keep things moving. If 
  the pace seems to have bogged down, don’t be afraid to edit de-
  scriptions down and limit rolls that affect the whole party to a subset 
  of characters. (Another way that luck can come into play...)
  • DCC isn’t all that concerned with strict balance, but the encoun-
  ters as written assume the party is being slowly whittled down to 
  about two characters for each player (8-10 total) before the final 
  confrontation. Adjusting the strength of the encounter in the Dwar-
  ven Hall is a convenient place to refine the party size: beef it up if 
  the party is having too easy a time, or ease off if the party is facing 
  extinction. (Assuming, of course, that you’re not gunning for multiple 
  Appendix C: Judging Tips
  39
  
  TPK’s that have players attacking the labyrinth in waves. Some groups 
  love that style of play!)
  • That being said, the strength of the party will have a huge im-
  pact on the final challenge with the Stone Behemoth. If your group 
  has managed to come through relatively unscathed, their combined 
  attacks have a good chance of dropping the Behemoth in short or-
  der. Much of the fun and challenge of the encounter comes from the 
  falling stones imperiling the party over multiple rounds, so it might 
  be a good idea to increase the Behemoth’s hits to provide the proper 
  challenge for a large, strong party.
  Author’s Note
  As a devotee of our beloved DCC RPG (Does that make Joseph Good-
  man my patron? Does he know Bobugbubilz?!), I take great pleasure 
  in introducing new players to the system. I have been privileged to run 
  the very module you are holding at a few public play-tests, mostly at 
  local gaming cons and at our local FLGS and nothing makes me hap-
  pier than seeing a young person’s mind blown when they realize what 
  old-school gaming is all about. 
  In this strange little adventure, I wanted the player to enjoy all of the 
  tropes that drew me to table-top gaming so many years ago. There 
  are strange creatures galore and chances for heroes to act heroic. 
  There are traps and puzzles, and —when the dust settles at the end— 
  a nice little story about a zombie halfling will have been told by the 
  Judge and the players.
  Thanks Jon for invaluable aid and for all who helped playtest to 
  make this adventure the best it could be, my thanks to you also. Ok... 
  enough talk. It’s time to break out the pencils and the dice. Let’s see 
  what makes this pantry so freakin’ perilous.
  Mark Bishop
  40
  
  This printing of Nebin Pendlebrook’s Perilous Pantry is done under version 1.0 of the Open Gaming License, 
  and the System Reference Document by permission from Wizards of the Coast, Inc. Designation of Product 
  Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the 
  Open Game License, version 1.0: Nebin Pendlebrook, all proper nouns, capitalized terms, italicized terms, art-
  work, maps, symbols, depictions, and illustrations, except such elements that already appear in the System 
  Reference Document. Designation of Open Content: Subject to the Product Identity designation above, such 
  sections as derive from the SRD are designated as Open Gaming Content. Some of the portions of this book 
  which are delineated OGC originate from the System Reference Document and are copyright © 1999, 2000 
  Wizards of the Coast, Inc. The remainder of these OGC portions of these book are hereby added to Open Game 
  Content and, if so used, should bear the COPYRIGHT NOTICE “Nebin Pendlebrook’s Perilous Pantry, copyright 
  © 2014 Purple Sorcerer Games, all rights reserved, visit purplesorcerer.com or contact info@purplesorcerer.
  com”Dungeon Crawl Classics Role Playing Game is copyright © 2014 Goodman Games. Open game content 
  may only be used under and in the terms of the Open Game License. OPEN GAME LICENSE Version 1.0a The 
  following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wiz-
  ards”).All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who 
  have contributed Open Game Content;(b)”Derivative Material” means copyrighted material including derivative 
  works and translations (including into other computer languages), potation, modification, correction, addition, 
  extension,upgrade, improvement, compilation, abridgment or other form in which an existing work may be 
  recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent,lease, sell, broadcast, publicly 
  display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the 
  methods, procedures, processes and routines to the extent such content does not embody the Product Identity 
  and is an enhancement over the prior art and any additional content clearly identified as Open Game Content 
  by the Contributor, and means any work covered by this License,including translations and derivative works 
  under copyright law,but specifically excludes Product Identity. (e) “Product Identity”means product and product 
  line names, logos and identifying marks including trade dress; artifacts; creatures characters;stories, story lines, 
  plots, thematic elements, dialogue,incidents, language, artwork, symbols, designs, depictions,likenesses, for-
  mats, poses, concepts, themes and graphic,photographic and other visual or audio representations;names and 
  descriptions of characters, spells, enchantments,personalities, teams, personas, likenesses and special abilities;-
  places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, sym-
  bols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity 
  by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” 
  means the logos, names, mark,sign, motto, designs that are used by a Contributor to identify itself or its prod-
  ucts or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used”or 
  “Using” means to use, Distribute, copy, edit, format, modify,translate and otherwise create Derivative Material 
  of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This 
  License applies to any Open Game Content that contains a notice indicating that the Open Game Content may 
  only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that 
  you Use. No terms may be added to or subtracted from this License except as described by the License itself. 
  No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer 
  and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. 
  Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpet-
  ual,worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game 
  Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game 
  Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to 
  grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NO-
  TICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You 
  are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s 
  name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: 
  You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly 
  licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree 
  not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with 
  a work containing Open Game Content except as expressly licensed in another,independent Agreement with the 
  owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does 
  not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in 
  Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If 
  you distribute Open Game Content You must clearly indicate which portions of the work that you are distrib-
  uting are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to copy, modify and distribute any 
  Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST 
  include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor 
  Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless 
  You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You 
  to comply with any of the terms of this License with respect to some or all of the Open Game Content due to 
  statute, judicial order,or governmental regulation then You may not Use any Open Game Material so affected. 
  13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to 
  cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination 
  of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall 
  be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License 
  v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Rules Document Copyright 2000 Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave 
  Arneson. DCC RPG, copyright © 2014 Goodman Games, all rights reserved, visit www.goodman-games.com or 
  contact info@goodman-games.com
  41
  
  A 0-Level Dungeon Crawl Classics Adventure
  The tiny village of Bitterweed Barrow is unac-
  customed to mysterious tunnels, missing hal-
  flings, or the need for brave adventurers, but 
  now it has all three! Can a band of gong-farm-
  ers and shoe-cobblers muster the courage to 
  descend into the darkness and confront the 
  terror that waits beyond Nebin Pendlebrook’s 
  unexpectedly perilous pantry?
  Designed to be completed in a single furious 
  session, this Instant Action Adventure drops 
  your players into peril straight away. Dangerous 
  foes, wicked traps, and ancient secrets await!
  Nebin
  Pendlebrook’s
  Perilous
  Pantry
  
SOURCE: textdata/thevault/Dungeon Crawl Classics/DCC Adventures & Settings/The Sullenlands (DCC)/Nebin Pendlebrook's Perilous Pantry (DCC)/Nebin Pendlebrook's Perilous Pantry (DCC).pdf